39-Issue 1
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Item Effective Annotations Over 3D Models(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Ponchio, F.; Callieri, M.; Dellepiane, M.; Scopigno, R.; Benes, Bedrich and Hauser, HelwigAnnotation support in interactive systems is often considered a simple task by the CG community, since it entails the apparently easy selection of a region and its connection with some information. The reality appears more complex. The scope of this paper is two‐fold: first, to review the status of this domain, discussing and characterizing several approaches proposed in literature to manage annotations over geometric models; second, to present in detail an innovative solution proposed and assessed in the framework of Cultural Heritage (CH) applications, called . At the annotation definition stage uses 3D data to characterize the annotation region; subsequently, annotations are visualized by adopting a two‐pass rendering solution which uses stencil buffers, thus without introducing new geometric elements, changing the topology or duplicating geometry elements. It solves most of the issues that afflict the current state of the art, such as fragmentation, annotation transfer to multiple representations and multi‐resolution data encoding. The latter is a mandatory requirement to produce efficient web‐based systems. We implemented and we fully tested this approach in the framework of a complex system that supports the documentation of CH restoration projects.Item Automatic Design of Cable‐Tensioned Glass Shells(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Laccone, Francesco; Malomo, Luigi; Froli, Maurizio; Cignoni, Paolo; Pietroni, Nico; Benes, Bedrich and Hauser, HelwigWe propose an optimization algorithm for the design of post‐tensioned architectural shell structures, composed of triangular glass panels, in which glass has a load‐bearing function. Due to its brittle nature, glass can fail when it is subject to tensile forces. Hence, we enrich the structure with a cable net, which is specifically designed to post‐tension the shell, relieving the underlying glass structure from tension. We automatically derive an optimized cable layout, together with the appropriate pre‐load of each cable. The method is driven by a physically based static analysis of the shell subject to its service load. We assess our approach by applying non‐linear finite element analysis to several real‐scale application scenarios. Such a method of cable tensioning produces glass shells that are optimized from the material usage viewpoint since they exploit the high compression strength of glass. As a result, they are lightweight and robust. Both aesthetic and static qualities are improved with respect to grid shell competitors.Item Broadmark: A Testing Framework for Broad‐Phase Collision Detection Algorithms(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Serpa, Ygor Rebouças; Rodrigues, Maria Andréia Formico; Benes, Bedrich and Hauser, HelwigResearch in the area of collision detection permeates most of the literature on simulations, interaction and agents planning, being commonly regarded as one of the main bottlenecks for large‐scale systems. To this day, despite its importance, most subareas of collision detection lack a common ground to test and validate solutions, reference implementations and widely accepted benchmark suites. In this paper, we delve into the broad‐phase of collision detection systems, providing both an open‐source framework, named Broadmark, to test, compare and validate algorithms, and an in‐deep analysis of the main techniques used so far to tackle the broad‐phase problem. The technical challenges of building this framework from the software and hardware perspectives are also described. Within our framework, several original and state‐of‐the‐art implementations of CPU and GPU algorithms are bundled, alongside three benchmark scenes to stress algorithms under several conditions. Furthermore, the system is designed to be easily extensible. We use our framework to bring out an extensive performance comparison among assembled solutions, detailing the current CPU and GPU state‐of‐the‐art on a common ground. We believe that Broadmark encompasses the principal insights and tools to derive and evaluate novel algorithms, thus greatly facilitating discussion about successful broad‐phase collision detection solutions.Item FARM: Functional Automatic Registration Method for 3D Human Bodies(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Marin, R.; Melzi, S.; Rodolà, E.; Castellani, U.; Benes, Bedrich and Hauser, HelwigWe introduce a new method for non‐rigid registration of 3D human shapes. Our proposed pipeline builds upon a given parametric model of the human, and makes use of the functional map representation for encoding and inferring shape maps throughout the registration process. This combination endows our method with robustness to a large variety of nuisances observed in practical settings, including non‐isometric transformations, downsampling, topological noise and occlusions; further, the pipeline can be applied invariably across different shape representations (e.g. meshes and point clouds), and in the presence of (even dramatic) missing parts such as those arising in real‐world depth sensing applications. We showcase our method on a selection of challenging tasks, demonstrating results in line with, or even surpassing, state‐of‐the‐art methods in the respective areas.Item SiamesePointNet: A Siamese Point Network Architecture for Learning 3D Shape Descriptor(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Zhou, J.; Wang, M. J.; Mao, W. D.; Gong, M. L.; Liu, X. P.; Benes, Bedrich and Hauser, HelwigWe present a novel deep learning approach to extract point‐wise descriptors directly on 3D shapes by introducing Siamese Point Networks, which contain a global shape constraint module and a feature transformation operator. Such geometric descriptor can be used in a variety of shape analysis problems such as 3D shape dense correspondence, key point matching and shape‐to‐scan matching. The descriptor is produced by a hierarchical encoder–decoder architecture that is trained to map geometrically and semantically similar points close to one another in descriptor space. Benefiting from the additional shape contrastive constraint and the hierarchical local operator, the learned descriptor is highly aware of both the global context and local context. In addition, a feature transformation operation is introduced in the end of our networks to transform the point features to a compact descriptor space. The feature transformation can make the descriptors extracted by our networks unaffected by geometric differences in shapes. Finally, an N‐tuple loss is used to train all the point descriptors on a complete 3D shape simultaneously to obtain point‐wise descriptors. The proposed Siamese Point Networks are robust to many types of perturbations such as the Gaussian noise and partial scan. In addition, we demonstrate that our approach improves state‐of‐the‐art results on the BHCP benchmark.Item A Cross‐Dimension Annotations Method for 3D Structural Facial Landmark Extraction(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Gong, Xun; Chen, Ping; Zhang, Zhemin; Chen, Ke; Xiang, Yue; Li, Xin; Benes, Bedrich and Hauser, HelwigRecent methods for 2D facial landmark localization perform well on close‐to‐frontal faces, but 2D landmarks are insufficient to represent 3D structure of a facial shape. For applications that require better accuracy, such as facial motion capture and 3D shape recovery, 3DA‐2D (2D Projections of 3D Facial Annotations) is preferred. Inferring the 3D structure from a single image is an problem whose accuracy and robustness are not always guaranteed. This paper aims to solve accurate 2D facial landmark localization and the transformation between 2D and 3DA‐2D landmarks. One way to increase the accuracy is to input more precisely annotated facial images. The traditional cascaded regressions cannot effectively handle large or noisy training data sets. In this paper, we propose a Mini‐Batch Cascaded Regressions (MBCR) method that can iteratively train a robust model from a large data set. Benefiting from the incremental learning strategy and a small learning rate, MBCR is robust to noise in training data. We also propose a new Cross‐Dimension Annotations Conversion (CDAC) method to map facial landmarks from 2D to 3DA‐2D coordinates and vice versa. The experimental results showed that CDAC combined with MBCR outperforms the‐state‐of‐the‐art methods in 3DA‐2D facial landmark localization. Moreover, CDAC can run efficiently at up to 110 on a 3.4 GHz‐CPU workstation. Thus, CDAC provides a solution to transform existing 2D alignment methods into 3DA‐2D ones without slowing down the speed. Training and testing code as well as the data set can be downloaded from https://github.com/SWJTU‐3DVision/CDAC.Item Reducing Affective Responses to Surgical Images and Videos Through Stylization(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Besançon, Lonni; Semmo, Amir; Biau, David; Frachet, Bruno; Pineau, Virginie; Sariali, El Hadi; Soubeyrand, Marc; Taouachi, Rabah; Isenberg, Tobias; Dragicevic, Pierre; Benes, Bedrich and Hauser, HelwigWe present the first empirical study on using colour manipulation and stylization to make surgery images/videos more palatable. While aversion to such material is natural, it limits many people's ability to satisfy their curiosity, educate themselves and make informed decisions. We selected a diverse set of image processing techniques to test them both on surgeons and lay people. While colour manipulation techniques and many artistic methods were found unusable by surgeons, edge‐preserving image smoothing yielded good results both for preserving information (as judged by surgeons) and reducing repulsiveness (as judged by lay people). We then conducted a second set of interview with surgeons to assess whether these methods could also be used on videos and derive good default parameters for information preservation. We provide extensive supplemental material at .Item Muscle and Fascia Simulation with Extended Position Based Dynamics(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Romeo, M.; Monteagudo, C.; Sánchez‐Quirós, D.; Benes, Bedrich and Hauser, HelwigRecent research on muscle and fascia simulation for visual effects relies on numerical methods such as the finite element method or finite volume method. These approaches produce realistic results, but require high computational time and are complex to set up. On the other hand, position‐based dynamics offers a fast and controllable solution to simulate surfaces and volumes, but there is no literature on how to implement constraints that could be used to realistically simulate muscles and fascia for digital creatures with this method. In this paper, we extend the current state‐of‐the‐art in Position‐Based Dynamics to efficiently compute realistic skeletal muscle and superficial fascia simulation. In particular, we embed muscle fibres in the solver by adding an anisotropic component to the distance constraints between mesh points and apply overpressure to realistically model muscle volume changes under contraction. In addition, we also define a modified distance constraint for the fascia that allows compression and enables the user to scale the constraint's original distance to gain elastic potential at rest. Finally, we propose a modification of the extended position‐based dynamics algorithm to properly compute different sets of constraints and describe other details for proper simulation of character's muscle and fascia dynamics.Item Interactive Iconized Grammar‐Based Pailou Modelling(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Cai, Zhong‐Qi; Luo, Ying‐Sheng; Lai, Yu‐Chi; Chan, Chih‐Shiang; Tai, Wen‐Kai; Benes, Bedrich and Hauser, HelwigPailous are representative Chinese architectural works used for commemoration. However, their geometric structure and semantic construction rules are too complex for quick and intuitive modelling using traditional modelling tools. We propose an intuitive modelling system for the stylized creation of pailous for novices. Our system encapsulates structural components as icons and semantic layouts as topological graphs, using which users create and manipulate icons with topological recommendations. The interpreter automatically and immediately transforms a graph to its corresponding model using built‐in components with the proposed parametric L‐system grammars derived from architectural rules. Using this system to re‐create existing representative pailous and design imaginary ones yields results with the desired visual complexities. In comparison to Maya, a 3D modelling tool, when modelling a pailou and toukung, our system is effective and simple, and eliminates the need to remember and understand complex rules.Item Gaussian Product Sampling for Rendering Layered Materials(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Xia, Mengqi (Mandy); Walter, Bruce; Hery, Christophe; Marschner, Steve; Benes, Bedrich and Hauser, HelwigTo increase diversity and realism, surface bidirectional scattering distribution functions (BSDFs) are often modelled as consisting of multiple layers, but accurately evaluating layered BSDFs while accounting for all light transport paths is a challenging problem. Recently, Guo . [GHZ18] proposed an accurate and general position‐free Monte Carlo method, but this method introduces variance that leads to longer render time compared to non‐stochastic layered models. We improve the previous work by presenting two new sampling strategies, and . Our new methods better take advantage of the layered structure and reduce variance compared to the conventional approach of sequentially sampling one BSDF at a time. Our strategy importance samples the product of two BSDFs from a pair of adjacent layers. We further generalize this to , which importance samples the product of a chain of three or more BSDFs. In order to compute these products, we developed a new approximate Gaussian representation of individual layer BSDFs. This representation incorporates spatially varying material properties as parameters so that our techniques can support an arbitrary number of textured layers. Compared to previous Monte Carlo layering approaches, our results demonstrate substantial variance reduction in rendering isotropic layered surfaces.Item Graph‐Based Transfer Function for Volume Rendering(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Sharma, O.; Arora, T.; Khattar, A.; Benes, Bedrich and Hauser, HelwigA good transfer function in volume rendering requires careful consideration of the materials present in a volume. A manual creation is tedious and prone to errors. Furthermore, the user interaction to design a higher dimensional transfer function gets complicated. In this work, we present a graph‐based approach to design a transfer function that takes volumetric structures into account. Our novel contribution is in proposing an algorithm for robust deduction of a material graph from a set of disconnected edges. We incorporate stable graph creation under varying noise levels in the volume. We show that the deduced material graph can be used to automatically create a transfer function using the occlusion spectrum of the input volume. Since we compute material topology of the objects, an enhanced rendering is possible with our method. This also allows us to selectively render objects and depict adjacent materials in a volume. Our method considerably reduces manual effort required in designing a transfer function and provides an easy interface for interaction with the volume.Item Mesh Parametrization Driven by Unit Normal Flow(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Zhao, Hui; Su, Kehua; Li, Chenchen; Zhang, Boyu; Yang, Lei; Lei, Na; Wang, Xiaoling; Gortler, Steven J.; Gu, Xianfeng; Benes, Bedrich and Hauser, HelwigBased on mesh deformation, we present a unified mesh parametrization algorithm for both planar and spherical domains. Our approach can produce intermediate frames from the original meshes to the targets. We derive and define a novel geometric flow: ‘unit normal flow (UNF)’ and prove that if UNF converges, it will deform a surface to a constant mean curvature (CMC) surface, such as planes and spheres. Our method works by deforming meshes of disk topology to planes, and spherical meshes to spheres. Our algorithm is robust, efficient, simple to implement. To demonstrate the robustness and effectiveness of our method, we apply it to hundreds of models of varying complexities. Our experiments show that our algorithm can be a competing alternative approach to other state‐of‐the‐art mesh parametrization methods. The unit normal flow also suggests a potential direction for creating CMC surfaces.Item ZomeFab: Cost‐Effective Hybrid Fabrication with Zometools(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Shen, I‐Chao; Chen, Ming‐Shiuan; Huang, Chun‐Kai; Chen, Bing‐Yu; Benes, Bedrich and Hauser, HelwigIn recent years, personalized fabrication has received considerable attention because of the widespread use of consumer‐level three‐dimensional (3D) printers. However, such 3D printers have drawbacks, such as long production time and limited output size, which hinder large‐scale rapid‐prototyping. In this paper, for the time‐ and cost‐effective fabrication of large‐scale objects, we propose a hybrid 3D fabrication method that combines 3D printing and the construction set, which is a compact, sturdy and reusable structure for infill fabrication. The proposed method significantly reduces fabrication cost and time by printing only thin 3D outer shells. In addition, we design an optimization framework to generate both a Zometol structure and printed surface partitions by optimizing several criteria, including printability, material cost and Zometool structure complexity. Moreover, we demonstrate the effectiveness of the proposed method by fabricating various large‐scale 3D models.Item PointCleanNet: Learning to Denoise and Remove Outliers from Dense Point Clouds(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Rakotosaona, Marie‐Julie; La Barbera, Vittorio; Guerrero, Paul; Mitra, Niloy J.; Ovsjanikov, Maks; Benes, Bedrich and Hauser, HelwigPoint clouds obtained with 3D scanners or by image‐based reconstruction techniques are often corrupted with significant amount of noise and outliers. Traditional methods for point cloud denoising largely rely on local surface fitting (e.g. jets or MLS surfaces), local or non‐local averaging or on statistical assumptions about the underlying noise model. In contrast, we develop a simple data‐driven method for removing outliers and reducing noise in unordered point clouds. We base our approach on a deep learning architecture adapted from PCPNet, which was recently proposed for estimating local 3D shape properties in point clouds. Our method first classifies and discards outlier samples, and then estimates correction vectors that project noisy points onto the original clean surfaces. The approach is efficient and robust to varying amounts of noise and outliers, while being able to handle large densely sampled point clouds. In our extensive evaluation, both on synthetic and real data, we show an increased robustness to strong noise levels compared to various state‐of‐the‐art methods, enabling accurate surface reconstruction from extremely noisy real data obtained by range scans. Finally, the simplicity and universality of our approach makes it very easy to integrate in any existing geometry processing pipeline. Both the code and pre‐trained networks can be found on the project page ().Item Revectorization‐Based Soft Shadow Mapping(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Macedo, M. C. F.; Apolinário, A. L.; Agüero, K. A.; Benes, Bedrich and Hauser, HelwigIn this paper, we present revectorization‐based soft shadow mapping, an algorithm that enables the rendering of visually plausible anti‐aliased soft shadows in real time. In revectorization‐based shadow mapping, shadow silhouettes are anti‐aliased and filtered on the basis of a discontinuity space. By replacing the filtering step of the theoretical framework of the percentage‐closer soft shadow algorithm by a revectorization‐based filtering algorithm, we are able to provide anti‐aliasing mainly for near contact shadows or small penumbra sizes generated from low‐resolution shadow maps. Moreover, we present a screen‐space variant of our technique that generates visually plausible soft shadows with an overhead of only in processing time, when compared to the fastest soft shadow algorithms proposed in the literature, but that introduces shadow overestimation artefacts in the final rendering.Item Multi‐Segment Foot for Human Modelling and Simulation(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Park, Hwangpil; Yu, Ri; Lee, Jehee; Benes, Bedrich and Hauser, HelwigRealistic modelling of a human‐like character is one of the main topics in computer graphics to simulate human motion physically and also look realistically. Of the body parts, a human foot interacts with the ground, and plays an essential role in weight transmission, balancing posture and assisting ambulation. However, in the previous researches, the foot model was often simplified into one or two rigid bodies connected by a revolute joint. We propose a new foot model consisting of multiple segments to reproduce human foot shape and its functionality accurately. Based on the new model, we develop a foot pose controller that can reproduce foot postures that are generally not obtained in motion capture data. We demonstrate the validity of our foot model and the effectiveness of our foot controller with a variety of foot motions in a physics‐based simulation.Item RAS: A Data‐Driven Rigidity‐Aware Skinning Model For 3D Facial Animation(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Liu, S‐L.; Liu, Y.; Dong, L‐F.; Tong, X.; Benes, Bedrich and Hauser, HelwigWe present a novel data‐driven skinning model—rigidity‐aware skinning (RAS) model, for simulating both active and passive 3D facial animation of different identities in real time. Our model builds upon a linear blend skinning (LBS) scheme, where the bone set and skinning weights are shared for diverse identities and learned from the data via a sparse and localized skinning decomposition algorithm. Our model characterizes the animated face into the active expression and the passive deformation: The former is represented by an LBS‐based multi‐linear model learned from the FaceWareHouse data set, and the latter is represented by a spatially varying as‐rigid‐as‐possible deformation applied to the LBS‐based multi‐linear model, whose rigidity parameters are learned from the data by a novel rigidity estimation algorithm. Our RAS model is not only generic and expressive for faithfully modelling medium‐scale facial deformation, but also compact and lightweight for generating vivid facial animation in real time. We validate the efficiency and effectiveness of our RAS model for real‐time 3D facial animation and expression editing.Item Simulating the Evolution of Ancient Fortified Cities(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Mas, Albert; Martin, Ignacio; Patow, Gustavo; Benes, Bedrich and Hauser, HelwigAncient cities and castles are ubiquitous cultural heritage structures all over Europe, and countless digital creations (e.g. movies and games) use them for storytelling. However, they got little or no attention in the computer graphics literature. This paper aims to close the gap between historical and geometrical modelling, by presenting a framework that allows the forward and inverse design of ancient city (e.g. castles and walled cities) evolution along history. The main component is an interactive loop that cycles over a number of years simulating the evolution of a city. The user can define events, such as battles, city growth, wall creations or expansions, or any other historical event. Firstly, cities (or castles) and their walls are created, and, later on, expanded to encompass civil or strategic facilities to protect. In our framework, battle simulations are used to detect weaknesses and strengthen them, evolving to accommodate to developments in offensive weaponry. We conducted both forward and inverse design tests on three different scenarios: the city of Carcassone (France), the city of Gerunda (Spain) and the Ciutadella in ancient Barcelona. All the results have been validated by historians who helped fine‐tune the different parameters involved in the simulations.Item Visualizing the Stability of 2D Point Sets from Dimensionality Reduction Techniques(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Reinbold, Christian; Kumpf, Alexander; Westermann, Rüdiger; Benes, Bedrich and Hauser, HelwigWe use ‐order Voronoi diagrams to assess the stability of ‐neighbourhoods in ensembles of 2D point sets, and apply it to analyse the robustness of a dimensionality reduction technique to variations in its input configurations. To measure the stability of ‐neighbourhoods over the ensemble, we use cells in the ‐order Voronoi diagrams, and consider the smallest coverings of corresponding points in all point sets to identify coherent point subsets with similar neighbourhood relations. We further introduce a pairwise similarity measure for point sets, which is used to select a subset of representative ensemble members via the PageRank algorithm as an indicator of an individual member's value. The stability information is embedded into the ‐order Voronoi diagrams of the representative ensemble members to emphasize coherent point subsets and simultaneously indicate how stable they lie together in all point sets. We use the proposed technique for visualizing the robustness of t‐distributed stochastic neighbour embedding and multi‐dimensional scaling applied to high‐dimensional data in neural network layers and multi‐parameter cloud simulations.Item The Matchstick Model for Anisotropic Friction Cones(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Erleben, K.; Macklin, M.; Andrews, S.; Kry, P. G.; Benes, Bedrich and Hauser, HelwigInspired by frictional behaviour that is observed when sliding matchsticks against one another at different angles, we propose a phenomenological anisotropic friction model for structured surfaces. Our model interpolates isotropic and anisotropic elliptical Coulomb friction parameters for a pair of surfaces with perpendicular and parallel structure directions (e.g. the wood grain direction). We view our model as a special case of an abstract friction model that produces a cone based on state information, specifically the relationship between structure directions. We show how our model can be integrated into LCP and NCP‐based simulators using different solvers with both explicit and fully implicit time‐integration. The focus of our work is on symmetric friction cones, and we therefore demonstrate a variety of simulation scenarios where the friction structure directions play an important part in the resulting motions. Consequently, authoring of friction using our model is intuitive and we demonstrate that our model is compatible with standard authoring practices, such as texture mapping.
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