30-Issue 2
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Item Comprehensive Facial Performance Capture(The Eurographics Association and Blackwell Publishing Ltd., 2011) Fyffe, Graham; Hawkins, Tim; Watts, Chris; Ma, Wan-Chun; Debevec, Paul; M. Chen and O. DeussenWe present a system for recording a live dynamic facial performance, capturing highly detailed geometry and spatially varying diffuse and specular reflectance information for each frame of the performance. The result is a reproduction of the performance that can be rendered from novel viewpoints and novel lighting conditions, achieving photorealistic integration into any virtual environment. Dynamic performances are captured directly, without the need for any template geometry or static geometry scans, and processing is completely automatic, requiring no human input or guidance. Our key contributions are a heuristic for estimating facial reflectance information from gradient illumination photographs, and a geometry optimization framework that maximizes a principled likelihood function combining multi-view stereo correspondence and photometric stereo, using multiresolution belief propagation. The output of our system is a sequence of geometries and reflectance maps, suitable for rendering in off-the-shelf software. We show results from our system rendered under novel viewpoints and lighting conditions, and validate our results by demonstrating a close match to ground truth photographsItem Implicit Brushes for Stylized Line-based Rendering(The Eurographics Association and Blackwell Publishing Ltd., 2011) Vergne, Romain; Vanderhaeghe, David; Chen, Jiazhou; Barla, Pascal; Granier, Xavier; Schlick, Christophe; M. Chen and O. DeussenWe introduce a new technique called Implicit Brushes to render animated 3D scenes with stylized lines in realtime with temporal coherence. An Implicit Brush is defined at a given pixel by the convolution of a brush footprint along a feature skeleton; the skeleton itself is obtained by locating surface features in the pixel neighborhood. Features are identified via image-space fitting techniques that not only extract their location, but also their profile, which permits to distinguish between sharp and smooth features. Profile parameters are then mapped to stylistic parameters such as brush orientation, size or opacity to give rise to a wide range of line-based styles.Item Walking On Broken Mesh: Defect-Tolerant Geodesic Distances and Parameterizations(The Eurographics Association and Blackwell Publishing Ltd., 2011) Campen, Marcel; Kobbelt, Leif; M. Chen and O. DeussenEfficient methods to compute intrinsic distances and geodesic paths have been presented for various types of surface representations, most importantly polygon meshes. These meshes are usually assumed to be well-structured and manifold. In practice, however, they often contain defects like holes, gaps, degeneracies, non-manifold configurations - or they might even be just a soup of polygons. The task of repairing these defects is computationally complex and in many cases exhibits various ambiguities demanding tedious manual efforts. We present a computational framework that enables the computation of meaningful approximate intrinsic distances and geodesic paths on raw meshes in a way which is tolerant to such defects. Holes and gaps are bridged up to a user-specified tolerance threshold such that distances can be computed plausibly even across multiple connected components of inconsistent meshes. Further, we show ways to locally parameterize a surface based on geodesic distance fields, easily facilitating the application of textures and decals on raw meshes. We do all this without explicitly repairing the input, thereby avoiding the costly additional efforts. In order to enable broad applicability we provide details on two implementation variants, one optimized for performance, the other optimized for memory efficiency. Using the presented framework many applications can readily be extended to deal with imperfect meshes. Since we abstract from the input applicability is not even limited to meshes, other representations can be handled as well.Item Learning Line Features in 3D Geometry(The Eurographics Association and Blackwell Publishing Ltd., 2011) Sunkel, Martin; Jansen, Silke; Wand, Michael; Eisemann, Elmar; Seidel, Hans-Peter; M. Chen and O. DeussenFeature detection in geometric datasets is a fundamental tool for solving shape matching problems such as partial symmetry detection. Traditional techniques usually employ a priori models such as crease lines that are unspecific to the actual application. Our paper examines the idea of learning geometric features. We introduce a formal model for a class of linear feature constellations based on a Markov chain model and propose a novel, efficient algorithm for detecting a large number of features simultaneously. After a short user-guided training stage, in which one or a few example lines are sketched directly onto the input data, our algorithm automatically finds all pieces of geometry similar to the marked areas. In particular, the algorithm is able recognize larger classes of semantically similar but geometrically varying features, which is very difficult using unsupervised techniques. In a number of experiments, we apply our technique to point cloud data from 3D scanners. The algorithm is able to detect features with very low rates of false positives and negatives and to recognize broader classes of similar geometry (such as "windows" in a building scan) even from few training examples, thereby significantly improving over previous unsupervised techniques.Item Dynamic Display of BRDFs(The Eurographics Association and Blackwell Publishing Ltd., 2011) Hullin, Matthias B.; Lensch, Hendrik P. A.; Raskar, Ramesh; Seidel, Hans-Peter; Ihrke, Ivo; M. Chen and O. DeussenThis paper deals with the challenge of physically displaying reflectance, i.e., the appearance of a surface and its variation with the observer position and the illuminating environment. This is commonly described by the bidirectional reflectance distribution function (BRDF). We provide a catalogue of criteria for the display of BRDFs, and sketch a few orthogonal approaches to solving the problem in an optically passive way. Our specific implementation is based on a liquid surface, on which we excite waves in order to achieve a varying degree of anisotropic roughness. The resulting probability density function of the surface normal is shown to follow a Gaussian distribution similar to most established BRDF models.Item Component-wise Controllers for Structure-Preserving Shape Manipulation(The Eurographics Association and Blackwell Publishing Ltd., 2011) Zheng, Youyi; Fu, Hongbo; Cohen-Or, Daniel; Au, Oscar Kin-Chung; Tai, Chiew-Lan; M. Chen and O. DeussenRecent shape editing techniques, especially for man-made models, have gradually shifted focus from maintaining local, low-level geometric features to preserving structural, high-level characteristics like symmetry and parallelism. Such new editing goals typically require a pre-processing shape analysis step to enable subsequent shape editing. Observing that most editing of shapes involves manipulating their constituent components, we introduce component-wise controllers that are adapted to the component characteristics inferred from shape analysis. The controllers capture the natural degrees of freedom of individual components and thus provide an intuitive user interface for editing. A typical model usually results in a moderate number of controllers, allowing easy establishment of semantic relations among them by automatic shape analysis supplemented with user interaction. We propose a component-wise propagation algorithm to automatically preserve the established inter-relations while maintaining the defining characteristics of individual controllers and respecting the user-specified modeling constraints. We extend these ideas to a hierarchical setup, allowing the user to adjust the tool complexity with respect to the desired modeling complexity. We demonstrate the effectiveness of our technique on a wide range of manmade models with structural features, often containing multiple connected pieces.Item Paint Mesh Cutting(The Eurographics Association and Blackwell Publishing Ltd., 2011) Fan, Lubin; Liu, Ligang; Liu, Kun; M. Chen and O. DeussenWe present a novel progressive painting-based mesh cut out tool, called Paint Mesh Cutting, for interactive mesh segmentation. Different from the previous user interfaces, the user only needs to draw a single stroke on the foreground region and then obtains the desired cutting part at an interactive rate. Moreover, the user progressively paints the region of interest using a brush and has the instant feedback on cutting results as he/she drags the mouse. This is achieved by efficient local graph-cut based optimizations based on the Gaussian mixture models (GMM) on the shape diameter function (SDF) metric of the shape. We demonstrate a number of various examples to illustrate the flexibility and applicability of our system and present a user study that supports the advantages of our user interface.Item Symmetry Hierarchy of Man-Made Objects(The Eurographics Association and Blackwell Publishing Ltd., 2011) Wang, Yanzhen; Xu, Kai; Li, Jun; Zhang, Hao; Shamir, Ariel; Liu, Ligang; Cheng, Zhi-Quan; Xiong, Y.; M. Chen and O. DeussenWe introduce symmetry hierarchy of man-made objects, a high-level structural representation of a 3D model providing a symmetry-induced, hierarchical organization of the model's constituent parts. Given an input mesh, we segment it into primitive parts and build an initial graph which encodes inter-part symmetries and connectivity relations, as well as self-symmetries in individual parts. The symmetry hierarchy is constructed from the initial graph via recursive graph contraction which either groups parts by symmetry or assembles connected sets of parts. The order of graph contraction is dictated by a set of precedence rules designed primarily to respect the law of symmetry in perceptual grouping and the principle of compactness of representation. We show that symmetry hierarchy naturally implies a hierarchical segmentation that is more meaningful than those produced by local geometric considerations. We also develop an application of symmetry hierarchies for structural shape editing.Item Blur-Aware Image Downsampling(The Eurographics Association and Blackwell Publishing Ltd., 2011) Trentacoste, Matthew; Mantiuk, Rafal; Heidrich, Wolfgang; M. Chen and O. DeussenResizing to a lower resolution can alter the appearance of an image. In particular, downsampling an image causes blurred regions to appear sharper. It is useful at times to create a downsampled version of the image that gives the same impression as the original, such as for digital camera viewfinders. To understand the effect of blur on image appearance at different image sizes, we conduct a perceptual study examining how much blur must be present in a downsampled image to be perceived the same as the original. We find a complex, but mostly image-independent relationship between matching blur levels in images at different resolutions. The relationship can be explained by a model of the blur magnitude analyzed as a function of spatial frequency. We incorporate this model in a new appearance-preserving downsampling algorithm, which alters blur magnitude locally to create a smaller image that gives the best reproduction of the original image appearance.Item Deformable Motion: Squeezing into Cluttered Environments(The Eurographics Association and Blackwell Publishing Ltd., 2011) Choi, Myung Geol; Kim, Manmyung; Hyun, Kyung Lyul; Lee, Jehee; M. Chen and O. DeussenWe present an interactive method that allows animated characters to navigate through cluttered environments. Our characters are equipped with a variety of motion skills to clear obstacles, narrow passages, and highly constrained environment features. Our control method incorporates a behavior model into well-known, standard path planning algorithms. Our behavior model, called deformable motion, consists of a graph of motion capture fragments. The key idea of our approach is to add flexibility on motion fragments such that we can situate them into a cluttered environment via constraint-based formulation. We demonstrate our deformable motion for realtime interactive navigation and global path planning in highly constrained virtual environments.Item Estimating Color and Texture Parameters for Vector Graphics(The Eurographics Association and Blackwell Publishing Ltd., 2011) Jeschke, Stefan; Cline, David; Wonka, Peter; M. Chen and O. DeussenDiffusion curves are a powerful vector graphic representation that stores an image as a set of 2D Bezier curves with colors defined on either side. These colors are diffused over the image plane, resulting in smooth color regions as well as sharp boundaries. In this paper, we introduce a new automatic diffusion curve coloring algorithm. We start by defining a geometric heuristic for the maximum density of color control points along the image curves. Following this, we present a new algorithm to set the colors of these points so that the resulting diffused image is as close as possible to a source image in a least squares sense. We compare our coloring solution to the existing one which fails for textured regions, small features, and inaccurately placed curves. The second contribution of the paper is to extend the diffusion curve representation to include texture details based on Gabor noise. Like the curves themselves, the defined texture is resolution independent, and represented compactly. We define methods to automatically make an initial guess for the noise texure, and we provide intuitive manual controls to edit the parameters of the Gabor noise. Finally, we show that the diffusion curve representation itself extends to storing any number of attributes in an image, and we demonstrate this functionality with image stippling an hatching applications.Item Image Retargeting Quality Assessment(The Eurographics Association and Blackwell Publishing Ltd., 2011) Liu, Yong-Jin; Luo, Xi; Xuan, Yu-Ming; Chen, Wen-Feng; Fu, Xiao-Lan; M. Chen and O. DeussenContent-aware image retargeting is a technique that can flexibly display images with different aspect ratios and simultaneously preserve salient regions in images. Recently many image retargeting techniques have been proposed. To compare image quality by different retargeting methods fast and reliably, an objective metric simulating the human vision system (HVS) is presented in this paper. Different from traditional objective assessment methods that work in bottom-up manner (i.e., assembling pixel-level features in a local-to-global way), in this paper we propose to use a reverse order (top-down manner) that organizes image features from global to local viewpoints, leading to a new objective assessment metric for retargeted images. A scale-space matching method is designed to facilitate extraction of global geometric structures from retargeted images. By traversing the scale space from coarse to fine levels, local pixel correspondence is also established. The objective assessment metric is then based on both global geometric structures and local pixel correspondence. To evaluate color images, CIE L*a*b* color space is utilized. Experimental results are obtained to measure the performance of objective assessments with the proposed metric. The results show good consistency between the proposed objective metric and subjective assessment by human observers.Item A Sparse Parametric Mixture Model for BTF Compression, Editing and Rendering(The Eurographics Association and Blackwell Publishing Ltd., 2011) Wu, Hongzhi; Dorsey, Julie; Rushmeier, Holly; M. Chen and O. DeussenBidirectional texture functions (BTFs) represent the appearance of complex materials. Three major shortcomings with BTFs are the bulky storage, the difficulty in editing and the lack of efficient rendering methods. To reduce storage, many compression techniques have been applied to BTFs, but the results are difficult to edit. To facilitate editing, analytical models have been fit, but at the cost of accuracy of representation for many materials. It becomes even more challenging if efficient rendering is also needed. We introduce a high-quality general representation that is, at once, compact, easily editable, and can be efficiently rendered. The representation is computed by adopting the stagewise Lasso algorithm to search for a sparse set of analytical functions, whose weighted sum approximates the input appearance data. We achieve compression rates comparable to a state-of-the-art BTF compression method. We also demonstrate results in BTF editing and rendering.Item Discovery of Intrinsic Primitives on Triangle Meshes(The Eurographics Association and Blackwell Publishing Ltd., 2011) Solomon, Justin; Ben-Chen, Mirela; Butscher, Adrian; Guibas, Leonidas; M. Chen and O. DeussenThe discovery of meaningful parts of a shape is required for many geometry processing applications, such as parameterization, shape correspondence, and animation. It is natural to consider primitives such as spheres, cylinders and cones as the building blocks of shapes, and thus to discover parts by fitting such primitives to a given surface. This approach, however, will break down if primitive parts have undergone almost-isometric deformations, as is the case, for example, for articulated human models. We suggest that parts can be discovered instead by finding intrinsic primitives, which we define as parts that posses an approximate intrinsic symmetry. We employ the recently-developed method of computing discrete approximate Killing vector fields (AKVFs) to discover intrinsic primitives by investigating the relationship between the AKVFs of a composite object and the AKVFs of its parts. We show how to leverage this relationship with a standard clustering method to extract k intrinsic primitives and remaining asymmetric parts of a shape for a given k. We demonstrate the value of this approach for identifying the prominent symmetry generators of the parts of a given shape. Additionally, we show how our method can be modified slightly to segment an entire surface without marking asymmetric connecting regions and compare this approach to state-of-the-art methods using the Princeton Segmentation Benchmark.Item GeoBrush: Interactive Mesh Geometry Cloning(The Eurographics Association and Blackwell Publishing Ltd., 2011) Takayama, Kenshi; Schmidt, Ryan; Singh, Karan; Igarashi, Takeo; Boubekeur, Tamy; Sorkine, Olga; M. Chen and O. DeussenWe propose a method for interactive cloning of 3D surface geometry using a paintbrush interface, similar to the continuous cloning brush popular in image editing. Existing interactive mesh composition tools focus on atomic copy-and-paste of pre-selected feature areas, and are either limited to copying surface displacements, or require the solution of variational optimization problems, which is too expensive for an interactive brush interface. In contrast, our GeoBrush method supports real-time continuous copying of arbitrary high-resolution surface features between irregular meshes, including topological handles. We achieve this by first establishing a correspondence between the source and target geometries using a novel generalized discrete exponential map parameterization. Next we roughly align the source geometry with the target shape using Green Coordinates with automaticallyconstructed cages. Finally, we compute an offset membrane to smoothly blend the pasted patch with C1 continuity before stitching it into the target. The offset membrane is a solution of a bi-harmonic PDE, which is computed on the GPU in real time by exploiting the regular parametric domain. We demonstrate the effectiveness of GeoBrush with various editing scenarios, including detail enrichment and completion of scanned surfaces.Item Two-Level Grids for Ray Tracing on GPUs(The Eurographics Association and Blackwell Publishing Ltd., 2011) Kalojanov, Javor; Billeter, Markus; Slusallek, Philipp; M. Chen and O. DeussenWe investigate the use of two-level nested grids as acceleration structure for ray tracing of dynamic scenes. We propose a massively parallel, sort-based construction algorithm and show that the two-level grid is one of the structures that is fastest to construct on modern graphics processors. The structure handles non-uniform primitive distributions more robustly than the uniform grid and its traversal performance is comparable to those of other high quality acceleration structures used for dynamic scenes. We propose a cost model to determine the grid resolution and improve SIMD utilization during ray-triangle intersection by employing a hybrid packetization strategy. The build times and ray traversal acceleration provide overall rendering performance superior to previous approaches for real time rendering of animated scenes on GPUs.Item Goal-based Caustics(The Eurographics Association and Blackwell Publishing Ltd., 2011) Papas, Marios; Jarosz, Wojciech; Jakob, Wenzel; Rusinkiewicz, Szymon; Matusik, Wojciech; Weyrich, Tim; M. Chen and O. DeussenWe propose a novel system for designing and manufacturing surfaces that produce desired caustic images when illuminated by a light source. Our system is based on a nonnegative image decomposition using a set of possibly overlapping anisotropic Gaussian kernels. We utilize this decomposition to construct an array of continuous surface patches, each of which focuses light onto one of the Gaussian kernels, either through refraction or reflection. We show how to derive the shape of each continuous patch and arrange them by performing a discrete assignment of patches to kernels in the desired caustic. Our decomposition provides for high fidelity reconstruction of natural images using a small collection of patches. We demonstrate our approach on a wide variety of caustic images by manufacturing physical surfaces with a small number of patches.Item Global Structure Optimization of Quadrilateral Meshes(The Eurographics Association and Blackwell Publishing Ltd., 2011) Bommes, David; Lempfer, Timm; Kobbelt, Leif; M. Chen and O. DeussenWe introduce a fully automatic algorithm which optimizes the high-level structure of a given quadrilateral mesh to achieve a coarser quadrangular base complex. Such a topological optimization is highly desirable, since stateof- the-art quadrangulation techniques lead to meshes which have an appropriate singularity distribution and an anisotropic element alignment, but usually they are still far away from the high-level structure which is typical for carefully designed meshes manually created by specialists and used e.g. in animation or simulation. In this paper we show that the quality of the high-level structure is negatively affected by helical configurations within the quadrilateral mesh. Consequently we present an algorithm which detects helices and is able to remove most of them by applying a novel grid preserving simplification operator (GP-operator) which is guaranteed to maintain an all-quadrilateral mesh. Additionally it preserves the given singularity distribution and in particular does not introduce new singularities. For each helix we construct a directed graph in which cycles through the start vertex encode operations to remove the corresponding helix. Therefore a simple graph search algorithm can be performed iteratively to remove as many helices as possible and thus improve the high-level structure in a greedy fashion. We demonstrate the usefulness of our automatic structure optimization technique by showing several examples with varying complexity.Item Predicted Virtual Soft Shadow Maps with High Quality Filtering(The Eurographics Association and Blackwell Publishing Ltd., 2011) Shen, Li; Guennebaud, Gaƫl; Yang, Baoguang; Feng, Jieqing; M. Chen and O. DeussenIn this paper we present a novel image based algorithm to render visually plausible anti-aliased soft shadows in a robust and efficient manner. To achieve both high visual quality and high performance, it employs an accurate shadow map filtering method which guarantees smooth penumbrae and high quality anisotropic anti-aliasing of the sharp transitions. Unlike approaches based on pre-filtering approximations, our approach does not suffer from light bleeding or losing contact shadows. Discretization artefacts are avoided by creating virtual shadow maps on the fly according to a novel shadow map resolution prediction model. This model takes into account the screen space frequency of the penumbrae via a perceptual metric which has been directly established from an appropriate user study. Consequently, our algorithm always generates shadow maps with minimal resolutions enabling high performance while guarantying high quality. Thanks to this perceptual model, our algorithm can sometimes be faster at rendering soft shadows than hard shadows. It can render game-like scenes at very high frame rates, and extremely large and complex scenes such as CAD models at interactive rates. In addition, our algorithm is highly scalable, and the quality versus performance trade-off can be easily tweaked.Item SQuad: Compact Representation for Triangle Meshes(The Eurographics Association and Blackwell Publishing Ltd., 2011) Gurung, Topraj; Laney, Daniel; Lindstrom, Peter; Rossignac, Jarek; M. Chen and O. DeussenThe SQuad data structure represents the connectivity of a triangle mesh by its "S table" of about 2 rpt (integer references per triangle). Yet it allows for a simple implementation of expected constant-time, random-access operators for traversing the mesh, including in-order traversal of the triangles incident upon a vertex. SQuad is more compact than the Corner Table (CT), which stores 6 rpt, and than the recently proposed SOT, which stores 3 rpt. However, in-core access is generally faster in CT than in SQuad, and SQuad requires rebuilding the S table if the connectivity is altered. The storage reduction and memory coherence opportunities it offers may help to reduce the frequency of page faults and cache misses when accessing elements of a mesh that does not fit in memory. We provide the details of a simple algorithm that builds the S table and of an optimized implementation of the SQuad operators.