40-Issue 2
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Item Coherent Mark-based Stylization of 3D Scenes at the Compositing Stage(The Eurographics Association and John Wiley & Sons Ltd., 2021) Garcia, Maxime; Vergne, Romain; Farhat, Mohamed-Amine; Bénard, Pierre; Noûs, Camille; Thollot, Joëlle; Mitra, Niloy and Viola, IvanWe present a novel temporally coherent stylized rendering technique working entirely at the compositing stage. We first generate a distribution of 3D anchor points using an implicit grid based on the local object positions stored in a G-buffer, hence following object motion. We then draw splats in screen space anchored to these points so as to be motion coherent. To increase the perceived flatness of the style, we adjust the anchor points density using a fractalization mechanism. Sudden changes are prevented by controlling the anchor points opacity and introducing a new order-independent blending function. We demonstrate the versatility of our method by showing a large variety of styles thanks to the freedom offered by the splats content and their attributes that can be controlled by any G-buffer.Item Neural Acceleration of Scattering-Aware Color 3D Printing(The Eurographics Association and John Wiley & Sons Ltd., 2021) Rittig, Tobias; Sumin, Denis; Babaei, Vahid; Didyk, Piotr; Voloboy, Alexey; Wilkie, Alexander; Bickel, Bernd; Myszkowski, Karol; Weyrich, Tim; Krivánek, Jaroslav; Mitra, Niloy and Viola, IvanWith the wider availability of full-color 3D printers, color-accurate 3D-print preparation has received increased attention. A key challenge lies in the inherent translucency of commonly used print materials that blurs out details of the color texture. Previous work tries to compensate for these scattering effects through strategic assignment of colored primary materials to printer voxels. To date, the highest-quality approach uses iterative optimization that relies on computationally expensive Monte Carlo light transport simulation to predict the surface appearance from subsurface scattering within a given print material distribution; that optimization, however, takes in the order of days on a single machine. In our work, we dramatically speed up the process by replacing the light transport simulation with a data-driven approach. Leveraging a deep neural network to predict the scattering within a highly heterogeneous medium, our method performs around two orders of magnitude faster than Monte Carlo rendering while yielding optimization results of similar quality level. The network is based on an established method from atmospheric cloud rendering, adapted to our domain and extended by a physically motivated weight sharing scheme that substantially reduces the network size. We analyze its performance in an end-to-end print preparation pipeline and compare quality and runtime to alternative approaches, and demonstrate its generalization to unseen geometry and material values. This for the first time enables full heterogenous material optimization for 3D-print preparation within time frames in the order of the actual printing time.Item Temporally Reliable Motion Vectors for Real-time Ray Tracing(The Eurographics Association and John Wiley & Sons Ltd., 2021) Zeng, Zheng; Liu, Shiqiu; Yang, Jinglei; Wang, Lu; Yan, Ling-Qi; Mitra, Niloy and Viola, IvanReal-time ray tracing (RTRT) is being pervasively applied. The key to RTRT is a reliable denoising scheme that reconstructs clean images from significantly undersampled noisy inputs, usually at 1 sample per pixel as limited by current hardware's computing power. The state of the art reconstruction methods all rely on temporal filtering to find correspondences of current pixels in the previous frame, described using per-pixel screen-space motion vectors. While these approaches are demonstrated powerful, they suffer from a common issue that the temporal information cannot be used when the motion vectors are not valid, i.e. when temporal correspondences are not obviously available or do not exist in theory. We introduce temporally reliable motion vectors that aim at deeper exploration of temporal coherence, especially for the generally-believed difficult applications on shadows, glossy reflections and occlusions, with the key idea to detect and track the cause of each effect. We show that our temporally reliable motion vectors produce significantly better temporal results on a variety of dynamic scenes when compared to the state of the art methods, but with negligible performance overhead.Item Restricted Power Diagrams on the GPU(The Eurographics Association and John Wiley & Sons Ltd., 2021) Basselin, Justine; Alonso, Laurent; Ray, Nicolas; Sokolov, Dmitry; Lefebvre, Sylvain; Lévy, Bruno; Mitra, Niloy and Viola, IvanWe propose a method to simultaneously decompose a 3D object into power diagram cells and to integrate given functions in each of the obtained simple regions.We offer a novel, highly parallel algorithm that lends itself to an efficient GPU implementation. It is optimized for algorithms that need to compute many decompositions, for instance, centroidal Voronoi tesselation algorithms and incompressible fluid dynamics simulations. We propose an efficient solution that directly evaluates the integrals over every cell without computing the power diagram explicitly and without intersecting it with a tetrahedralization of the domain. Most computations are performed on the fly, without storing the power diagram. We manipulate a triangulation of the boundary of the domain (instead of tetrahedralizing the domain) to speed up the process. Moreover, the cells are treated independently one from another, making it possible to trivially scale up on a parallel architecture. Despite recent Voronoi diagram generation methods optimized for the GPU, computing integrals over restricted power diagrams still poses significant challenges; the restriction to a complex simulation domain is difficult and likely to be slow. It is not trivial to determine when a cell of a power diagram is completely computed, and the resulting integrals (e.g. the weighted Laplacian operator matrix) do not fit into fast (shared) GPU memory. We address all these issues and boost the performance of the state-of-the-art algorithms by a factor 2 to 3 for (unrestricted) Voronoi diagrams and ax50 speed-up with respect to CPU implementations for restricted power diagrams. An essential ingredient to achieve this is our new scheduling strategy that allows us to treat each Voronoi/power diagram cell with optimal settings and to benefit from the fast memory.Item LoBSTr: Real-time Lower-body Pose Prediction from Sparse Upper-body Tracking Signals(The Eurographics Association and John Wiley & Sons Ltd., 2021) Yang, Dongseok; Kim, Doyeon; Lee, Sung-Hee; Mitra, Niloy and Viola, IvanWith the popularization of games and VR/AR devices, there is a growing need for capturing human motion with a sparse set of tracking data. In this paper, we introduce a deep neural network (DNN) based method for real-time prediction of the lowerbody pose only from the tracking signals of the upper-body joints. Specifically, our Gated Recurrent Unit (GRU)-based recurrent architecture predicts the lower-body pose and feet contact states from a past sequence of tracking signals of the head, hands, and pelvis. A major feature of our method is that the input signal is represented by the velocity of tracking signals. We show that the velocity representation better models the correlation between the upper-body and lower-body motions and increases the robustness against the diverse scales and proportions of the user body than position-orientation representations. In addition, to remove foot-skating and floating artifacts, our network predicts feet contact state, which is used to post-process the lower-body pose with inverse kinematics to preserve the contact. Our network is lightweight so as to run in real-time applications. We show the effectiveness of our method through several quantitative evaluations against other architectures and input representations with respect to wild tracking data obtained from commercial VR devices.Item Velocity Skinning for Real-time Stylized Skeletal Animation(The Eurographics Association and John Wiley & Sons Ltd., 2021) Rohmer, Damien; Tarini, Marco; Kalyanasundaram, Niranjan; Moshfeghifar, Faezeh; Cani, Marie-Paule; Zordan, Victor; Mitra, Niloy and Viola, IvanSecondary animation effects are essential for liveliness. We propose a simple, real-time solution for adding them on top of standard skinning, enabling artist-driven stylization of skeletal motion. Our method takes a standard skeleton animation as input, along with a skin mesh and rig weights. It then derives per-vertex deformations from the different linear and angular velocities along the skeletal hierarchy. We highlight two specific applications of this general framework, namely the cartoonlike ''squashy'' and ''floppy'' effects, achieved from specific combinations of velocity terms. As our results show, combining these effects enables to mimic, enhance and stylize physical-looking behaviours within a standard animation pipeline, for arbitrary skinned characters. Interactive on CPU, our method allows for GPU implementation, yielding real-time performances even on large meshes. Animator control is supported through a simple interface toolkit, enabling to refine the desired type and magnitude of deformation at relevant vertices by simply painting weights. The resulting rigged character automatically responds to new skeletal animation, without further input.Item Fast Updates for Least-Squares Rotational Alignment(The Eurographics Association and John Wiley & Sons Ltd., 2021) Zhang, Jiayi Eris; Jacobson, Alec; Alexa, Marc; Mitra, Niloy and Viola, IvanAcross computer graphics, vision, robotics and simulation, many applications rely on determining the 3D rotation that aligns two objects or sets of points. The standard solution is to use singular value decomposition (SVD), where the optimal rotation is recovered as the product of the singular vectors. Faster computation of only the rotation is possible using suitable parameterizations of the rotations and iterative optimization. We propose such a method based on the Cayley transformations. The resulting optimization problem allows better local quadratic approximation compared to the Taylor approximation of the exponential map. This results in both faster convergence as well as more stable approximation compared to other iterative approaches. It also maps well to AVX vectorization. We compare our implementation with a wide range of alternatives on real and synthetic data. The results demonstrate up to two orders of magnitude of speedup compared to a straightforward SVD implementation and a 1.5-6 times speedup over popular optimized code.Item Quad Layouts via Constrained T-Mesh Quantization(The Eurographics Association and John Wiley & Sons Ltd., 2021) Lyon, Max; Campen, Marcel; Kobbelt, Leif; Mitra, Niloy and Viola, IvanWe present a robust and fast method for the creation of conforming quad layouts on surfaces. Our algorithm is based on the quantization of a T-mesh, i.e. an assignment of integer lengths to the sides of a non-conforming rectangular partition of the surface. This representation has the benefit of being able to encode an infinite number of layout connectivity options in a finite manner, which guarantees that a valid layout can always be found. We carefully construct the T-mesh from a given seamless parametrization such that the algorithm can provide guarantees on the results' quality. In particular, the user can specify a bound on the angular deviation of layout edges from prescribed directions. We solve an integer linear program (ILP) to find a coarse quad layout adhering to that maximal deviation. Our algorithm is guaranteed to yield a conforming quad layout free of T-junctions together with bounded angle distortion. Our results show that the presented method is fast, reliable, and achieves high quality layouts.Item Adversarial Single-Image SVBRDF Estimation with Hybrid Training(The Eurographics Association and John Wiley & Sons Ltd., 2021) Zhou, Xilong; Kalantari, Nima Khademi; Mitra, Niloy and Viola, IvanIn this paper, we propose a deep learning approach for estimating the spatially-varying BRDFs (SVBRDF) from a single image. Most existing deep learning techniques use pixel-wise loss functions which limits the flexibility of the networks in handling this highly unconstrained problem. Moreover, since obtaining ground truth SVBRDF parameters is difficult, most methods typically train their networks on synthetic images and, therefore, do not effectively generalize to real examples. To avoid these limitations, we propose an adversarial framework to handle this application. Specifically, we estimate the material properties using an encoder-decoder convolutional neural network (CNN) and train it through a series of discriminators that distinguish the output of the network from ground truth. To address the gap in data distribution of synthetic and real images, we train our network on both synthetic and real examples. Specifically, we propose a strategy to train our network on pairs of real images of the same object with different lighting. We demonstrate that our approach is able to handle a variety of cases better than the state-of-the-art methods.Item Curve Complexity Heuristic KD-trees for Neighborhood-based Exploration of 3D Curves(The Eurographics Association and John Wiley & Sons Ltd., 2021) Lu, Yucheng; Cheng, Luyu; Isenberg, Tobias; Fu, Chi-Wing; Chen, Guoning; Liu, Hui; Deussen, Oliver; Wang, Yunhai; Mitra, Niloy and Viola, IvanWe introduce the curve complexity heuristic (CCH), a KD-tree construction strategy for 3D curves, which enables interactive exploration of neighborhoods in dense and large line datasets. It can be applied to searches of k-nearest curves (KNC) as well as radius-nearest curves (RNC). The CCH KD-tree construction consists of two steps: (i) 3D curve decomposition that takes into account curve complexity and (ii) KD-tree construction, which involves a novel splitting and early termination strategy. The obtained KD-tree allows us to improve the speed of existing neighborhood search approaches by at least an order of magnitude (i. e., 28× for KNC and 12× for RNC with 98% accuracy) by considering local curve complexity. We validate this performance with a quantitative evaluation of the quality of search results and computation time. Also, we demonstrate the usefulness of our approach for supporting various applications such as interactive line queries, line opacity optimization, and line abstraction.Item Learning Human Search Behavior from Egocentric Visual Inputs(The Eurographics Association and John Wiley & Sons Ltd., 2021) Sorokin, Maks; Yu, Wenhao; Ha, Sehoon; Liu, C. Karen; Mitra, Niloy and Viola, Ivan''Looking for things'' is a mundane but critical task we repeatedly carry on in our daily life. We introduce a method to develop a human character capable of searching for a randomly located target object in a detailed 3D scene using its locomotion capability and egocentric vision perception represented as RGBD images. By depriving the privileged 3D information from the human character, it is forced to move and look around simultaneously to account for the restricted sensing capability, resulting in natural navigation and search behaviors. Our method consists of two components: 1) a search control policy based on an abstract character model, and 2) an online replanning control module for synthesizing detailed kinematic motion based on the trajectories planned by the search policy. We demonstrate that the combined techniques enable the character to effectively find often occluded household items in indoor environments. The same search policy can be applied to different full body characters without the need of retraining. We evaluate our method quantitatively by testing it on randomly generated scenarios. Our work is a first step toward creating intelligent virtual agents with humanlike behaviors driven by onboard sensors, paving the road toward future robotic applications.Item Towards a Neural Graphics Pipeline for Controllable Image Generation(The Eurographics Association and John Wiley & Sons Ltd., 2021) Chen, Xuelin; Cohen-Or, Daniel; Chen, Baoquan; Mitra, Niloy J.; Mitra, Niloy and Viola, IvanIn this paper, we leverage advances in neural networks towards forming a neural rendering for controllable image generation, and thereby bypassing the need for detailed modeling in conventional graphics pipeline. To this end, we present Neural Graphics Pipeline (NGP), a hybrid generative model that brings together neural and traditional image formation models. NGP decomposes the image into a set of interpretable appearance feature maps, uncovering direct control handles for controllable image generation. To form an image, NGP generates coarse 3D models that are fed into neural rendering modules to produce view-specific interpretable 2D maps, which are then composited into the final output image using a traditional image formation model. Our approach offers control over image generation by providing direct handles controlling illumination and camera parameters, in addition to control over shape and appearance variations. The key challenge is to learn these controls through unsupervised training that links generated coarse 3D models with unpaired real images via neural and traditional (e.g., Blinn- Phong) rendering functions, without establishing an explicit correspondence between them. We demonstrate the effectiveness of our approach on controllable image generation of single-object scenes. We evaluate our hybrid modeling framework, compare with neural-only generation methods (namely, DCGAN, LSGAN, WGAN-GP, VON, and SRNs), report improvement in FID scores against real images, and demonstrate that NGP supports direct controls common in traditional forward rendering. Code is available at http://geometry.cs.ucl.ac.uk/projects/2021/ngp.Item Write Like You: Synthesizing Your Cursive Online Chinese Handwriting via Metric-based Meta Learning(The Eurographics Association and John Wiley & Sons Ltd., 2021) Tang, Shusen; Lian, Zhouhui; Mitra, Niloy and Viola, IvanIn this paper, we propose a novel Sequence-to-Sequence model based on metric-based meta learning for the arbitrary style transfer of online Chinese handwritings. Unlike most existing methods that treat Chinese handwritings as images and are unable to reflect the human writing process, the proposed model directly handles sequential online Chinese handwritings. Generally, our model consists of three sub-models: a content encoder, a style encoder and a decoder, which are all Recurrent Neural Networks. In order to adaptively obtain the style information, we introduce an attention-based adaptive style block which has been experimentally proven to bring considerable improvement to our model. In addition, to disentangle the latent style information from characters written by any writers effectively, we adopt metric-based meta learning and pre-train the style encoder using a carefully-designed discriminative loss function. Then, our entire model is trained in an end-to-end manner and the decoder adaptively receives the style information from the style encoder and the content information from the content encoder to synthesize the target output. Finally, by feeding the trained model with a content character and several characters written by a given user, our model can write that Chinese character in the user's handwriting style by drawing strokes one by one like humans. That is to say, as long as you write several Chinese character samples, our model can imitate your handwriting style when writing. In addition, after fine-tuning the model with a few samples, it can generate more realistic handwritings that are difficult to be distinguished from the real ones. Both qualitative and quantitative experiments demonstrate the effectiveness and superiority of our method.Item EUROGRAPHICS 2021: CGF 40-2 Frontmatter(The Eurographics Association and John Wiley & Sons Ltd., 2021) Mitra, Niloy; Viola, Ivan; Mitra, Niloy and Viola, Ivan-Item Spatiotemporal Texture Reconstruction for Dynamic Objects Using a Single RGB-D Camera(The Eurographics Association and John Wiley & Sons Ltd., 2021) Kim, Hyomin; Kim, Jungeon; Nam, Hyeonseo; Park, Jaesik; Lee, Seungyong; Mitra, Niloy and Viola, IvanThis paper presents an effective method for generating a spatiotemporal (time-varying) texture map for a dynamic object using a single RGB-D camera. The input of our framework is a 3D template model and an RGB-D image sequence. Since there are invisible areas of the object at a frame in a single-camera setup, textures of such areas need to be borrowed from other frames. We formulate the problem as an MRF optimization and define cost functions to reconstruct a plausible spatiotemporal texture for a dynamic object. Experimental results demonstrate that our spatiotemporal textures can reproduce the active appearances of captured objects better than approaches using a single texture map.Item Walk2Map: Extracting Floor Plans from Indoor Walk Trajectories(The Eurographics Association and John Wiley & Sons Ltd., 2021) Mura, Claudio; Pajarola, Renato; Schindler, Konrad; Mitra, Niloy; Mitra, Niloy and Viola, IvanRecent years have seen a proliferation of new digital products for the efficient management of indoor spaces, with important applications like emergency management, virtual property showcasing and interior design. While highly innovative and effective, these products rely on accurate 3D models of the environments considered, including information on both architectural and non-permanent elements. These models must be created from measured data such as RGB-D images or 3D point clouds, whose capture and consolidation involves lengthy data workflows. This strongly limits the rate at which 3D models can be produced, preventing the adoption of many digital services for indoor space management. We provide a radical alternative to such data-intensive procedures by presentingWalk2Map, a data-driven approach to generate floor plans only from trajectories of a person walking inside the rooms. Thanks to recent advances in data-driven inertial odometry, such minimalistic input data can be acquired from the IMU readings of consumer-level smartphones, which allows for an effortless and scalable mapping of real-world indoor spaces. Our work is based on learning the latent relation between an indoor walk trajectory and the information represented in a floor plan: interior space footprint, portals, and furniture. We distinguish between recovering area-related (interior footprint, furniture) and wall-related (doors) information and use two different neural architectures for the two tasks: an image-based Encoder-Decoder and a Graph Convolutional Network, respectively. We train our networks using scanned 3D indoor models and apply them in a cascaded fashion on an indoor walk trajectory at inference time. We perform a qualitative and quantitative evaluation using both trajectories simulated from scanned models of interiors and measured, real-world trajectories, and compare against a baseline method for image-to-image translation. The experiments confirm that our technique is viable and allows recovering reliable floor plans from minimal walk trajectory data.Item Blue Noise Plots(The Eurographics Association and John Wiley & Sons Ltd., 2021) Onzenoodt, Christian van; Singh, Gurprit; Ropinski, Timo; Ritschel, Tobias; Mitra, Niloy and Viola, IvanWe propose Blue Noise Plots, two-dimensional dot plots that depict data points of univariate data sets. While often onedimensional strip plots are used to depict such data, one of their main problems is visual clutter which results from overlap. To reduce this overlap, jitter plots were introduced, whereby an additional, non-encoding plot dimension is introduced, along which the data point representing dots are randomly perturbed. Unfortunately, this randomness can suggest non-existent clusters, and often leads to visually unappealing plots, in which overlap might still occur. To overcome these shortcomings, we introduce Blue Noise Plots where random jitter along the non-encoding plot dimension is replaced by optimizing all dots to keep a minimum distance in 2D i. e., Blue Noise. We evaluate the effectiveness as well as the aesthetics of Blue Noise Plots through both, a quantitative and a qualitative user study. The Python implementation of Blue Noise Plots is available here.Item Interactive Photo Editing on Smartphones via Intrinsic Decomposition(The Eurographics Association and John Wiley & Sons Ltd., 2021) Shekhar, Sumit; Reimann, Max; Mayer, Maximilian; Semmo, Amir; Pasewaldt, Sebastian; Döllner, Jürgen; Trapp, Matthias; Mitra, Niloy and Viola, IvanIntrinsic decomposition refers to the problem of estimating scene characteristics, such as albedo and shading, when one view or multiple views of a scene are provided. The inverse problem setting, where multiple unknowns are solved given a single known pixel-value, is highly under-constrained. When provided with correlating image and depth data, intrinsic scene decomposition can be facilitated using depth-based priors, which nowadays is easy to acquire with high-end smartphones by utilizing their depth sensors. In this work, we present a system for intrinsic decomposition of RGB-D images on smartphones and the algorithmic as well as design choices therein. Unlike state-of-the-art methods that assume only diffuse reflectance, we consider both diffuse and specular pixels. For this purpose, we present a novel specularity extraction algorithm based on a multi-scale intensity decomposition and chroma inpainting. At this, the diffuse component is further decomposed into albedo and shading components. We use an inertial proximal algorithm for non-convex optimization (iPiano) to ensure albedo sparsity. Our GPUbased visual processing is implemented on iOS via the Metal API and enables interactive performance on an iPhone 11 Pro. Further, a qualitative evaluation shows that we are able to obtain high-quality outputs. Furthermore, our proposed approach for specularity removal outperforms state-of-the-art approaches for real-world images, while our albedo and shading layer decomposition is faster than the prior work at a comparable output quality. Manifold applications such as recoloring, retexturing, relighting, appearance editing, and stylization are shown, each using the intrinsic layers obtained with our method and/or the corresponding depth data.Item MultiResGNet: Approximating Nonlinear Deformation via Multi-Resolution Graphs(The Eurographics Association and John Wiley & Sons Ltd., 2021) Li, Tianxing; Shi, Rui; Kanai, Takashi; Mitra, Niloy and Viola, IvanThis paper presents a graph-learning-based, powerfully generalized method for automatically generating nonlinear deformation for characters with an arbitrary number of vertices. Large-scale character datasets with a significant number of poses are normally required for training to learn such automatic generalization tasks. There are two key contributions that enable us to address this challenge while making our network generalized to achieve realistic deformation approximation. First, after the automatic linear-based deformation step, we encode the roughly deformed meshes by constructing graphs where we propose a novel graph feature representation method with three descriptors to represent meshes of arbitrary characters in varying poses. Second, we design a multi-resolution graph network (MultiResGNet) that takes the constructed graphs as input, and end-to-end outputs the offset adjustments of each vertex. By processing multi-resolution graphs, general features can be better extracted, and the network training no longer heavily relies on large amounts of training data. Experimental results show that the proposed method achieves better performance than prior studies in deformation approximation for unseen characters and poses.Item Levitating Rigid Objects with Hidden Rods and Wires(The Eurographics Association and John Wiley & Sons Ltd., 2021) Kushner, Sarah; Ulinski, Risa; Singh, Karan; Levin, David I. W.; Jacobson, Alec; Mitra, Niloy and Viola, IvanWe propose a novel algorithm to efficiently generate hidden structures to support arrangements of floating rigid objects. Our optimization finds a small set of rods and wires between objects and each other or a supporting surface (e.g., wall or ceiling) that hold all objects in force and torque equilibrium. Our objective function includes a sparsity inducing total volume term and a linear visibility term based on efficiently pre-computed Monte-Carlo integration, to encourage solutions that are as-hiddenas- possible. The resulting optimization is convex and the global optimum can be efficiently recovered via a linear program. Our representation allows for a user-controllable mixture of tension-, compression-, and shear-resistant rods or tension-only wires. We explore applications to theatre set design, museum exhibit curation, and other artistic endeavours.
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