34-Issue 2
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Item Statics Aware Grid Shells(The Eurographics Association and John Wiley & Sons Ltd., 2015) Pietroni, Nico; Tonelli, Davide; Puppo, Enrico; Froli, Maurizio; Scopigno, Roberto; Cignoni, Paolo; Olga Sorkine-Hornung and Michael WimmerWe introduce a framework for the generation of polygonal grid-shell architectural structures, whose topology is designed in order to excel in static performances. We start from the analysis of stress on the input surface and we use the resulting tensor field to induce an anisotropic non-Euclidean metric over it. This metric is derived by studying the relation between the stress tensor over a continuous shell and the optimal shape of polygons in a corresponding grid-shell. Polygonal meshes with uniform density and isotropic cells under this metric exhibit variable density and anisotropy in Euclidean space, thus achieving a better distribution of the strain energy over their elements. Meshes are further optimized taking into account symmetry and regularity of cells to improve aesthetics. We experiment with quad meshes and hex-dominant meshes, demonstrating that our grid-shells achieve better static performances than state-of-the-art grid-shells.Item 3D Fabrication of 2D Mechanisms(The Eurographics Association and John Wiley & Sons Ltd., 2015) Hergel, Jean; Lefebvre, Sylvain; Olga Sorkine-Hornung and Michael WimmerThe success of physics sandbox applications and physics-based puzzle games is a strong indication that casual users and hobbyists enjoy designing mechanisms, for educational or entertainment purposes. In these applications, a variety of mechanisms are designed by assembling two-dimensional shapes, creating gears, cranks, cams, and racks. The experience is made enjoyable by the fact that the user does not need to worry about the intricate geometric details that would be necessary to produce a real mechanism. In this paper, we propose to start from such casual designs of mechanisms and turn them into a 3D model that can be printed onto widely available, inexpensive filament based 3D printers. Our intent is to empower the users of such tools with the ability to physically realize their mechanisms and see them operate in the real world. To achieve this goal we tackle several challenges. The input 2D mechanism allows for some parts to overlap during simulation. These overlapping parts have to be resolved into non-intersecting 3D parts in the real mechanism. We introduce a novel scheme based on the idea of including moving parts into one another whenever possible. This reduces bending stresses on axles compared to previous methods. Our approach supports sliding parts and arbitrarily shaped mechanical parts in the 2D input. The exact 3D shape of the parts is inferred from the 2D input and the simulation of the mechanism, using boolean operations between shapes. The input mechanism is often simply attached to the background. We automatically synthesize a chassis by formulating a topology optimization problem, taking into account the stresses exerted by the mechanism on the chassis through time.Item Panoramic Video from Unstructured Camera Arrays(The Eurographics Association and John Wiley & Sons Ltd., 2015) Perazzi, Federico; Sorkine-Hornung, Alexander; Zimmer, Henning; Kaufmann, Peter; Wang, Oliver; Watson, Scott; Gross, Markus; Olga Sorkine-Hornung and Michael WimmerWe describe an algorithm for generating panoramic video from unstructured camera arrays. Artifact-free panorama stitching is impeded by parallax between input views. Common strategies such as multi-level blending or minimum energy seams produce seamless results on quasi-static input. However, on video input these approaches introduce noticeable visual artifacts due to lack of global temporal and spatial coherence. In this paper we extend the basic concept of local warping for parallax removal. Firstly, we introduce an error measure with increased sensitivity to stitching artifacts in regions with pronounced structure. Using this measure, our method efficiently finds an optimal ordering of pair-wise warps for robust stitching with minimal parallax artifacts. Weighted extrapolation of warps in non-overlap regions ensures temporal stability, while at the same time avoiding visual discontinuities around transitions between views. Remaining global deformation introduced by the warps is spread over the entire panorama domain using constrained relaxation, while staying as close as possible to the original input views. In combination, these contributions form the first system for spatiotemporally stable panoramic video stitching from unstructured camera array input.Item Distilled Collections from Textual Image Queries(The Eurographics Association and John Wiley & Sons Ltd., 2015) Averbuch-Elor, Hadar; Wan, Yunhai; Qian, Yiming; Gong, Minglun; Kopf, Johannes; Zhang, Hao; Cohen-Or, Daniel; Olga Sorkine-Hornung and Michael WimmerWe present a distillation algorithm which operates on a large, unstructured, and noisy collection of internet images returned from an online object query. We introduce the notion of a distilled set, which is a clean, coherent, and structured subset of inlier images. In addition, the object of interest is properly segmented out throughout the distilled set. Our approach is unsupervised, built on a novel clustering scheme, and solves the distillation and object segmentation problems simultaneously. In essence, instead of distilling the collection of images, we distill a collection of loosely cutout foreground ''shapes'', which may or may not contain the queried object. Our key observation, which motivated our clustering scheme, is that outlier shapes are expected to be random in nature, whereas, inlier shapes, which do tightly enclose the object of interest, tend to be well supported by similar shapes captured in similar views. We analyze the commonalities among candidate foreground segments, without aiming to analyze their semantics, but simply by clustering similar shapes and considering only the most significant clusters representing non-trivial shapes. We show that when tuned conservatively, our distillation algorithm is able to extract a near perfect subset of true inliers. Furthermore, we show that our technique scales well in the sense that the precision rate remains high, as the collection grows. We demonstrate the utility of our distillation results with a number of interesting graphics applications.Item SmartAnnotator: An Interactive Tool for Annotating Indoor RGBD Images(The Eurographics Association and John Wiley & Sons Ltd., 2015) Wong, Yu-Shiang; Chu, Hung-Kuo; Mitra, Niloy J.; Olga Sorkine-Hornung and Michael WimmerRGBD images with high quality annotations, both in the form of geometric (i.e., segmentation) and structural (i.e., how do the segments mutually relate in 3D) information, provide valuable priors for a diverse range of applications in scene understanding and image manipulation. While it is now simple to acquire RGBD images, annotating them, automatically or manually, remains challenging. We present SMARTANNOTATOR, an interactive system to facilitate annotating raw RGBD images. The system performs the tedious tasks of grouping pixels, creating potential abstracted cuboids, inferring object interactions in 3D, and generates an ordered list of hypotheses. The user simply has to flip through the suggestions for segment labels, finalize a selection, and the system updates the remaining hypotheses. As annotations are finalized, the process becomes simpler with fewer ambiguities to resolve. Moreover, as more scenes are annotated, the system makes better suggestions based on the structural and geometric priors learned from previous annotation sessions. We test the system on a large number of indoor scenes across different users and experimental settings, validate the results on existing benchmark datasets, and report significant improvements over low-level annotation alternatives. (Code and benchmark datasets are publicly available on the project page.)Item Light Chisel: 6DOF Pen Tracking(The Eurographics Association and John Wiley & Sons Ltd., 2015) Bubník, Vojtech; Havran, Vlastimil; Olga Sorkine-Hornung and Michael WimmerWe present a novel interaction device tracked in 6 degrees of freedom by two commodity cameras. The inexpensive Light Chisel is statically illuminated with two LEDs, and uses no additional sensor (e.g. inertial or magnetic) or means of communication or synchronization. Its form factor is well suited for a screwdriver or chisel grip, allowing the Light Chisel to be rolled between the fingers. The position and orientation of the tool is tracked absolutely, making the Light Chisel suited for complex interaction, e.g. geometric modeling in augmented reality. The Light Chisel is physically small, limiting the physical and optical collisions with the real world. The orientation of the tool is tracked in a wide range of angles: pitch and yaw 90 , roll 180 . We evaluated our system against the OptiTrack optical tracking system. Our system achieved mean differences from OptiTrack reference of 2:07mm in position, 1:06 in yaw and pitch, and 5:26 in roll using a pair of VGA cameras. We demonstrate usefulness of our Light Chisel in four applications: character animation, modeling by swirls, volumetric modeling, and docking of CAD models.Item A Biophysically-Based Model of the Optical Properties of Skin Aging(The Eurographics Association and John Wiley & Sons Ltd., 2015) Iglesias-Guitian, Jose A.; Aliaga, Carlos; Jarabo, Adrian; Gutierrez, Diego; Olga Sorkine-Hornung and Michael WimmerThis paper presents a time-varying, multi-layered biophysically-based model of the optical properties of human skin, suitable for simulating appearance changes due to aging. We have identified the key aspects that cause such changes, both in terms of the structure of skin and its chromophore concentrations, and rely on the extensive medical and optical tissue literature for accurate data. Our model can be expressed in terms of biophysical parameters, optical parameters commonly used in graphics and rendering (such as spectral absorption and scattering coefficients), or more intuitively with higher-level parameters such as age, gender, skin care or skin type. It can be used with any rendering algorithm that uses diffusion profiles, and it allows to automatically simulate different types of skin at different stages of aging, avoiding the need for artistic input or costly capture processes. While the presented skin model is inspired on tissue optics studies, we also provided a simplified version valid for non-diagnostic applications.Item Template Assembly for Detailed Urban Reconstruction(The Eurographics Association and John Wiley & Sons Ltd., 2015) Nan, Liangliang; Jiang, Caigui; Ghanem, Bernard; Wonka, Peter; Olga Sorkine-Hornung and Michael WimmerWe propose a new framework to reconstruct building details by automatically assembling 3D templates on coarse textured building models. In a preprocessing step, we generate an initial coarse model to approximate a point cloud computed using Structure from Motion and Multi View Stereo, and we model a set of 3D templates of facade details. Next, we optimize the initial coarse model to enforce consistency between geometry and appearance (texture images). Then, building details are reconstructed by assembling templates on the textured faces of the coarse model. The 3D templates are automatically chosen and located by our optimization-based template assembly algorithm that balances image matching and structural regularity. In the results, we demonstrate how our framework can enrich the details of coarse models using various data sets.Item Approximating Free-form Geometry with Height Fields for Manufacturing(The Eurographics Association and John Wiley & Sons Ltd., 2015) Herholz, Philipp; Matusik, Wojciech; Alexa, Marc; Olga Sorkine-Hornung and Michael WimmerWe consider the problem of manufacturing free-form geometry with classical manufacturing techniques, such as mold casting or 3-axis milling. We determine a set of constraints that are necessary for manufacturability and then decompose and, if necessary, deform the shape to satisfy the constraints per segment. We show that many objects can be generated from a small number of (mold-)pieces if slight deformations are acceptable. We provide examples of actual molds and the resulting manufactured objects.Item Sample Elimination for Generating Poisson Disk Sample Sets(The Eurographics Association and John Wiley & Sons Ltd., 2015) Yuksel, Cem; Olga Sorkine-Hornung and Michael WimmerIn this paper we describe sample elimination for generating Poisson disk sample sets with a desired size. We introduce a greedy sample elimination algorithm that assigns a weight to each sample in a given set and eliminates the ones with greater weights in order to pick a subset of a desired size with Poisson disk property without having to specify a Poisson disk radius. This new algorithm is simple, computationally efficient, and it can work in any sampling domain, producing sample sets with more pronounced blue noise characteristics than dart throwing. Most importantly, it allows unbiased progressive (adaptive) sampling and it scales better to high dimensions than previous methods. However, it cannot guarantee maximal coverage. We provide a statistical analysis of our algorithm in 2D and higher dimensions as well as results from our tests with different example applications.Item Database-Assisted Object Retrieval for Real-Time 3D Reconstruction(The Eurographics Association and John Wiley & Sons Ltd., 2015) Li, Yangyan; Dai, Angela; Guibas, Leonidas; Nießner, Matthias; Olga Sorkine-Hornung and Michael WimmerIn recent years, real-time 3D scanning technology has developed significantly and is now able to capture large environments with considerable accuracy. Unfortunately, the reconstructed geometry still suffers from incompleteness, due to occlusions and lack of view coverage, resulting in unsatisfactory reconstructions. In order to overcome these fundamental physical limitations, we present a novel reconstruction approach based on retrieving objects from a 3D shape database while scanning an environment in real-time. With this approach, we are able to replace scanned RGB-D data with complete, hand-modeled objects from shape databases. We align and scale retrieved models to the input data to obtain a high-quality virtual representation of the real-world environment that is quite faithful to the original geometry. In contrast to previous methods, we are able to retrieve objects in cluttered and noisy scenes even when the database contains only similar models, but no exact matches. In addition, we put a strong focus on object retrieval in an interactive scanning context —- our algorithm runs directly on 3D scanning data structures, and is able to query databases of thousands of models in an online fashion during scanning.Item Selective Degree Elevation for Multi-Sided Bézier Patches(The Eurographics Association and John Wiley & Sons Ltd., 2015) Smith, Jason; Schaefer, Scott; Olga Sorkine-Hornung and Michael WimmerThis paper presents a method to selectively elevate the degree of an S-Patch of arbitrary dimension. We consider not only S-Patches with 2D domains but 3D and higher-dimensional domains as well, of which volumetric cage deformations are a subset. We show how to selectively insert control points of a higher degree patch into a lower degree patch while maintaining the polynomial reproduction order of the original patch. This process allows the user to elevate the degree of only one portion of the patch to add new degrees of freedom or maintain continuity with adjacent patches without elevating the degree of the entire patch, which could create far more degrees of freedom than necessary. Finally we show an application to cage-based deformations where we increase the number of control points by elevating the degree of a subset of cage faces. The result is a cage deformation with higher degree triangular Bézier functions on a subset of cage faces but no interior control points.Item Jointly Optimized Regressors for Image Super-resolution(The Eurographics Association and John Wiley & Sons Ltd., 2015) Dai, Dengxin; Timofte, Radu; Gool, Luc Van; Olga Sorkine-Hornung and Michael WimmerLearning regressors from low-resolution patches to high-resolution patches has shown promising results for image super-resolution. We observe that some regressors are better at dealing with certain cases, and others with different cases. In this paper, we jointly learn a collection of regressors, which collectively yield the smallest superresolving error for all training data. After training, each training sample is associated with a label to indicate its 'best' regressor, the one yielding the smallest error. During testing, our method bases on the concept of 'adaptive selection' to select the most appropriate regressor for each input patch. We assume that similar patches can be super-resolved by the same regressor and use a fast, approximate kNN approach to transfer the labels of training patches to test patches. The method is conceptually simple and computationally efficient, yet very effective. Experiments on four datasets show that our method outperforms competing methods.Item Woodification: User-Controlled Cambial Growth Modeling(The Eurographics Association and John Wiley & Sons Ltd., 2015) Kratt, Julian; Spicker, Marc; Guayaquil, Alejandro; Fiser, Marek; Pirk, Sören; Deussen, Oliver; Hart, John C.; Benes, Bedrich; Olga Sorkine-Hornung and Michael WimmerWe present a botanical simulation of secondary (cambial) tree growth coupled to a physical cracking simulation of its bark. Whereas level set growth would use a fixed resolution voxel grid, our system extends the deformable simplicial complex (DSC), supporting new biological growth functions robustly on any surface polygonal mesh with adaptive subdivision, collision detection and topological control.We extend the DSC with temporally coherent texturing, and surface cracking with a user-controllable biological model coupled to the stresses introduced by the cambial growth model.Item Interactive Generation of Realistic Facial Wrinkles from Sketchy Drawings(The Eurographics Association and John Wiley & Sons Ltd., 2015) Kim, Hyeon-Joong; Öztireli, A. Cengiz; Shin, Il-Kyu; Gross, Markus; Choi, Soo-Mi; Olga Sorkine-Hornung and Michael WimmerSynthesizing facial wrinkles has been tackled either by a long process of manual sculpting on 3D models, or using automatic methods that do not allow for user interaction or artistic expression. In this paper, we propose a method that accepts interactive sketchy drawings depicting wrinkle patterns, and synthesizes realistic looking wrinkles on faces. The method inherits the simplicity of sketching, making it possible for artists as well as novice users to generate realistic facial detail very efficiently, allowing fast preview for physical makeup, or aging simulations for fun and professional applications. All strokes are used to infer the wrinkles, retaining the expressiveness of the sketches and realism of the final result at the same time. This is achieved by designing novel multi-scale statistics tailored to the wrinkle geometry and coupled to the sketch interpretation method. The statistics capture the crosssectional profiles of wrinkles at different scales and parts of a face. The strokes are augmented with the statistics extracted from given example face models, and applied to an input face model interactively. The interface gives the user control over the shapes and scales of wrinkles via sketching while adding extra details required for realism automatically.Item Rich-VPLs for Improving the Versatility of Many-Light Methods(The Eurographics Association and John Wiley & Sons Ltd., 2015) Simon, Florian; Hanika, Johannes; Dachsbacher, Carsten; Olga Sorkine-Hornung and Michael WimmerMany-light methods approximate the light transport in a scene by computing the direct illumination from many virtual point light sources (VPLs), and render low-noise images covering a wide range of performance and quality goals. However, they are very inefficient at representing glossy light transport. This is because a VPL on a glossy surface illuminates a small fraction of the scene only, and a tremendous number of VPLs might be necessary to render acceptable images. In this paper, we introduce Rich-VPLs which, in contrast to standard VPLs, represent a multitude of light paths and thus have a more widespread emission profile on glossy surfaces and in scenes with multiple primary light sources. By this, a single Rich-VPL contributes to larger portions of a scene with negligible additional shading cost. Our second contribution is a placement strategy for (Rich-)VPLs proportional to sensor importance times radiance. Although both Rich-VPLs and improved placement can be used individually, they complement each other ideally and share interim computation. Furthermore, both complement existing manylight methods, e.g. Lightcuts or the Virtual Spherical Lights method, and can improve their efficiency as well as their application for scenes with glossy materials and many primary light sources.Item Paint and Click: Unified Interactions for Image Boundaries(The Eurographics Association and John Wiley & Sons Ltd., 2015) Summa, Brian; Gooch, Amy A.; Scorzelli, Giorgio; Pascucci, Valerio; Olga Sorkine-Hornung and Michael WimmerImage boundaries are a fundamental component of many interactive digital photography techniques, enabling applications such as segmentation, panoramas, and seamless image composition. Interactions for image boundaries often rely on two complementary but separate approaches: editing via painting or clicking constraints. In this work, we provide a novel, unified approach for interactive editing of pairwise image boundaries that combines the ease of painting with the direct control of constraints. Rather than a sequential coupling, this new formulation allows full use of both interactions simultaneously, giving users unprecedented flexibility for fast boundary editing. To enable this new approach, we provide technical advancements. In particular, we detail a reformulation of image boundaries as a problem of finding cycles, expanding and correcting limitations of the previous work. Our new formulation provides boundary solutions for painted regions with performance on par with state-of-the-art specialized, paint-only techniques. In addition, we provide instantaneous exploration of the boundary solution space with user constraints. Finally, we provide examples of common graphics applications impacted by our new approach.Item Hardware-Based Non-Photorealistic Rendering Using a Painting Robot(The Eurographics Association and John Wiley & Sons Ltd., 2015) Lindemeier, Thomas; Metzner, Jens; Pollak, Lena; Deussen, Oliver; Olga Sorkine-Hornung and Michael WimmerWe describe a painting machine and associated algorithms. Our modified industrial robot works with visual feedback and applies acrylic paint from a repository to a canvas until the created painting resembles a given input image or scene. The color differences between canvas and input are used to direct the application of new strokes. We present two optimization-based algorithms that place such strokes in relation to already existing ones. Using these methods we are able to create different painting styles, one that tries to match the input colors with almost transparent strokes and another one that creates dithering patterns of opaque strokes that approximate the input color. The machine produces paintings that mimic those created by human painters and allows us to study the painting process as well as the creation of artworks.Item Layer-Based Procedural Design of Façades(The Eurographics Association and John Wiley & Sons Ltd., 2015) Ilcík, Martin; Musialski, Przemyslaw; Auzinger, Thomas; Wimmer, Michael; Olga Sorkine-Hornung and Michael WimmerWe present a novel procedural framework for interactively modeling building façades. Common procedural approaches, such as shape grammars, assume that building façades are organized in a tree structure, while in practice this is often not the case. Consequently, the complexity of their layout description becomes unmanageable for interactive editing. In contrast, we obtain a façade by composing multiple overlapping layers, where each layer contains a single rectilinear grid of façade elements described by two simple generator patterns. This way, the design process becomes more intuitive and the editing effort for complex layouts is significantly reduced. To achieve this, we present a method for the automated merging of different layers in the form of a mixed discrete and continuous optimization problem. Finally, we provide several modeling examples and a comparison to shape grammars in order to highlight the advantages of our method when designing realistic building façades.Item Adaptable Anatomical Models for Realistic Bone Motion Reconstruction(The Eurographics Association and John Wiley & Sons Ltd., 2015) Zhu, Lifeng; Hu, Xiaoyan; Kavan, Ladislav; Olga Sorkine-Hornung and Michael WimmerWe present a system to reconstruct subject-specific anatomy models while relying only on exterior measurements represented by point clouds. Our model combines geometry, kinematics, and skin deformations (skinning). This joint model can be adapted to different individuals without breaking its functionality, i.e., the bones and the skin remain well-articulated after the adaptation.We propose an optimization algorithm which learns the subject-specific (anthropometric) parameters from input point clouds captured using commodity depth cameras. The resulting personalized models can be used to reconstruct motion of human subjects. We validate our approach for upper and lower limbs, using both synthetic data and recordings of three different human subjects. Our reconstructed bone motion is comparable to results obtained by optical motion capture (Vicon) combined with anatomically-based inverse kinematics (OpenSIM). We demonstrate that our adapted models better preserve the joint structure than previous methods such as OpenSIM or Anatomy Transfer.
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