29-Issue 2
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Item gProximity: Hierarchical GPU-based Operations for Collision and Distance Queries(The Eurographics Association and Blackwell Publishing Ltd, 2010) Lauterbach, C.; Mo, Q.; Manocha, D.We present novel parallel algorithms for collision detection and separation distance computation for rigid and deformable models that exploit the computational capabilities of many-core GPUs. Our approach uses thread and data parallelism to perform fast hierarchy construction, updating, and traversal using tight-fitting bounding volumes such as oriented bounding boxes (OBB) and rectangular swept spheres (RSS). We also describe efficient algorithms to compute a linear bounding volume hierarchy (LBVH) and update them using refitting methods. Moreover, we show that tight-fitting bounding volume hierarchies offer improved performance on GPU-like throughput architectures. We use our algorithms to perform discrete and continuous collision detection including self-collisions, as well as separation distance computation between non-overlapping models. In practice, our approach (gProximity) can perform these queries in a few milliseconds on a PC with NVIDIA GTX 285 card on models composed of tens or hundreds of thousands of triangles used in cloth simulation, surgical simulation, virtual prototyping and N-body simulation. Moreover, we observe more than an order of magnitude performance improvement over prior GPU-based algorithms.Item Continuum Traffic Simulation(The Eurographics Association and Blackwell Publishing Ltd, 2010) Sewall, J.; Wilkie, D.; Merrell, P.; Lin, M. C.We present a novel method for the synthesis and animation of realistic traffic flows on large-scale road networks. Our technique is based on a continuum model of traffic flow we extend to correctly handle lane changes and merges, as well as traffic behaviors due to changes in speed limit. We demonstrate how our method can be applied to the animation of many vehicles in a large-scale traffic network at interactive rates and show that our method can simulate believable traffic flows on publicly-available, real-world road data. We furthermore demonstrate the scalability of this technique on many-core systems.Item Hybrid Simulation of Miscible Mixing with Viscous Fingering(The Eurographics Association and Blackwell Publishing Ltd, 2010) Shin, Seung-Ho; Kam, Hyeong Ryeol; Kim, Chang-HunBy modeling mass transfer phenomena, we simulate solids and liquids dissolving or changing to other substances. We also deal with the very small-scale phenomena that occur when a fluid spreads out at the interface of another fluid. We model the pressure at the interfaces between fluids with Darcy s Law and represent the viscous fingering phenomenon in which a fluid interface spreads out with a fractal-like shape. We use hybrid grid-based simulation and smoothed particle hydrodynamics (SPH) to simulate intermolecular diffusion and attraction using particles at a computable scale. We have produced animations showing fluids mixing and objects dissolving.Item A Data-driven Segmentation for the Shoulder Complex(The Eurographics Association and Blackwell Publishing Ltd, 2010) Hong, Q Youn; Park, Sang Il; Hodgins, Jessica K.The human shoulder complex is perhaps the most complicated joint in the human body being comprised of a set of three bones, muscles, tendons, and ligaments. Despite this anatomical complexity, computer graphics models for motion capture most often represent this joint as a simple ball and socket. In this paper, we present a method to determine a shoulder skeletal model that, when combined with standard skinning algorithms, generates a more visually pleasing animation that is a closer approximation to the actual skin deformations of the human body. We use a data-driven approach and collect ground truth skin deformation data with an optical motion capture system with a large number of markers (200 markers on the shoulder complex alone). We cluster these markers during movement sequences and discover that adding one extra joint around the shoulder improves the resulting animation qualitatively and quantitatively yielding a marker set of approximately 70 markers for the complete skeleton. We demonstrate the effectiveness of our skeletal model by comparing it with ground truth data as well as with recorded video. We show its practicality by integrating it with the conventional rendering/animation pipeline.Item Real-time Realistic Ocean Lighting using Seamless Transitions from Geometry to BRDF(The Eurographics Association and Blackwell Publishing Ltd, 2010) Bruneton, Eric; Neyret, Fabrice; Holzschuch, NicolasRealistic animation and rendering of the ocean is an important aspect for simulators, movies and video games. By nature, the ocean is a difficult problem for Computer Graphics: it is a dynamic system, it combines wave trains at all scales, ranging from kilometric to millimetric. Worse, the ocean is usually viewed at several distances, from very close to the viewpoint to the horizon, increasing the multi-scale issue, and resulting in aliasing problems. The illumination comes from natural light sources (the Sun and the sky dome), is also dynamic, and often underlines the aliasing issues. In this paper, we present a new algorithm for modelling, animation, illumination and rendering of the ocean, in real-time, at all scales and for all viewing distances. Our algorithm is based on a hierarchical representation, combining geometry, normals and BRDF. For each viewing distance, we compute a simplified version of the geometry, and encode the missing details into the normal and the BRDF, depending on the level of detail required. We then use this hierarchical representation for illumination and rendering. Our algorithm runs in real-time, and produces highly realistic pictures and animations.Item Seamless Montage for Texturing Models(The Eurographics Association and Blackwell Publishing Ltd, 2010) Gal, Ran; Wexler, Yonatan; Ofek, Eyal; Hoppe, Hugues; Cohen-Or, DanielWe present an automatic method to recover high-resolution texture over an object by mapping detailed photographs onto its surface. Such high-resolution detail often reveals inaccuracies in geometry and registration, as well as lighting variations and surface reflections. Simple image projection results in visible seams on the surface. We minimize such seams using a global optimization that assigns compatible texture to adjacent triangles. The key idea is to search not only combinatorially over the source images, but also over a set of local image transformations that compensate for geometric misalignment. This broad search space is traversed using a discrete labeling algorithm, aided by a coarse-to-fine strategy. Our approach significantly improves resilience to acquisition errors, thereby allowing simple and easy creation of textured models for use in computer graphics.Item Tetrahedral Embedded Boundary Methods for Accurate and Flexible Adaptive Fluids(The Eurographics Association and Blackwell Publishing Ltd, 2010) Batty, Christopher; Xenos, Stefan; Houston, BenWhen simulating fluids, tetrahedral methods provide flexibility and ease of adaptivity that Cartesian grids find difficult to match. However, this approach has so far been limited by two conflicting requirements. First, accurate simulation requires quality Delaunay meshes and the use of circumcentric pressures. Second, meshes must align with potentially complex moving surfaces and boundaries, necessitating continuous remeshing. Unfortunately, sacrificing mesh quality in favour of speed yields inaccurate velocities and simulation artifacts. We describe how to eliminate the boundary-matching constraint by adapting recent embedded boundary techniques to tetrahedra, so that neither air nor solid boundaries need to align with mesh geometry. This enables the use of high quality, arbitrarily graded, non-conforming Delaunay meshes, which are simpler and faster to generate. Temporal coherence can also be exploited by reusing meshes over adjacent timesteps to further reduce meshing costs. Lastly, our free surface boundary condition eliminates the spurious currents that previous methods exhibited for slow or static scenarios. We provide several examples demonstrating that our efficient tetrahedral embedded boundary method can substantially increase the flexibility and accuracy of adaptive Eulerian fluid simulation.Item Shared Sampling for Real-Time Alpha Matting(The Eurographics Association and Blackwell Publishing Ltd, 2010) Gastal, Eduardo S. L.; Oliveira, Manuel M.Image matting aims at extracting foreground elements from an image by means of color and opacity (alpha) estimation. While a lot of progress has been made in recent years on improving the accuracy of matting techniques, one common problem persisted: the low speed of matte computation. We present the first real-time matting technique for natural images and videos. Our technique is based on the observation that, for small neighborhoods, pixels tend to share similar attributes. Therefore, independently treating each pixel in the unknown regions of a trimap results in a lot of redundant work. We show how this computation can be significantly and safely reduced by means of a careful selection of pairs of background and foreground samples. Our technique achieves speedups of up to two orders of magnitude compared to previous ones, while producing high-quality alpha mattes. The quality of our results has been verified through an independent benchmark. The speed of our technique enables, for the first time, real-time alpha matting of videos, and has the potential to enable a new class of exciting applications.Item User-Controllable Color Transfer(The Eurographics Association and Blackwell Publishing Ltd, 2010) An, Xiaobo; Pellacini, FabioThis paper presents an image editing framework where users use reference images to indicate desired color edits. In our approach, users specify pairs of strokes to indicate corresponding regions in both the original and the reference image that should have the same color style . Within each stroke pair, a nonlinear constrained parametric transfer model is used to transfer the reference colors to the original. We estimate the model parameters by matching color distributions, under constraints that ensure no visual artifacts are present in the transfer result. To perform transfer on the whole image, we employ optimization methods to propagate the model parameters defined at each stroke location to spatially-close regions of similar appearance. This stroke-based formulation requires minimal user effort while retaining the high degree of user control necessary to allow artistic interpretations. We demonstrate our approach by performing color transfer on a number of image pairs varying in content and style, and show that our algorithm outperforms state-of-the-art color transfer methods on both user-controllability and visual qualities of the transfer results.Item Synthesis of Responsive Motion Using a Dynamic Model(The Eurographics Association and Blackwell Publishing Ltd, 2010) Ye, Yuting; Liu, C. KarenSynthesizing the movements of a responsive virtual character in the event of unexpected perturbations has proven a difficult challenge. To solve this problem, we devise a fully automatic method that learns a nonlinear probabilistic model of dynamic responses from very few perturbed walking sequences. This model is able to synthesize responses and recovery motions under new perturbations different from those in the training examples. When perturbations occur, we propose a physics-based method that initiates motion transitions to the most probable response example based on the dynamic states of the character. Our algorithm can be applied to any motion sequences without the need for preprocessing such as segmentation or alignment. The results show that three perturbed motion clips can sufficiently generate a variety of realistic responses, and 14 clips can create a responsive virtual character that reacts realistically to external forces in different directions applied on different body parts at different moments in time.Item Interactive High-Quality Visualization of Higher-Order Finite Elements(The Eurographics Association and Blackwell Publishing Ltd, 2010) Ueffinger, Markus; Frey, Steffen; Ertl, ThomasHigher-order finite element methods have emerged as an important discretization scheme for simulation. They are increasingly used in contemporary numerical solvers, generating a new class of data that must be analyzed by scientists and engineers. Currently available visualization tools for this type of data are either batch oriented or limited to certain cell types and polynomial degrees. Other approaches approximate higher-order data by resampling resulting in trade-offs in interactivity and quality. To overcome these limitations, we have developed a distributed visualization system which allows for interactive exploration of non-conforming unstructured grids, resulting from space-time discontinuous Galerkin simulations, in which each cell has its own higher-order polynomial solution. Our system employs GPU-based raycasting for direct volume rendering of complex grids which feature non-convex, curvilinear cells with varying polynomial degree. Frequency-based adaptive sampling accounts for the high variations along rays. For distribution across a GPU cluster, the initial object-space partitioning is determined by cell characteristics like the polynomial degree and is adapted at runtime by a load balancing mechanism. The performance and utility of our system is evaluated for different aeroacoustic simulations involving the propagation of shock fronts.Item Mesh Decomposition with Cross-Boundary Brushes(The Eurographics Association and Blackwell Publishing Ltd, 2010) Zheng, Youyi; Tai, Chiew-LanWe present a new intuitive UI, which we call cross-boundary brushes, for interactive mesh decomposition. The user roughly draws one or more strokes across a desired cut and our system automatically returns a best cut running through all the strokes. By the different natures of part components (i.e., semantic parts) and patch components (i.e., flatter surface patches) in general models, we design two corresponding brushes: part-brush and patch-brush. These two types of brushes share a common user interface, enabling easy switch between them. The part-brush executes a cut along an isoline of a harmonic field driven by the user-specified strokes. We show that the inherent smoothness of the harmonic field together with a carefully designed isoline selection scheme lead to segmentation results that are insensitive to noise, pose, tessellation and variation in user s strokes. Our patch-brush uses a novel facet-based surface metric that alleviates sensitivity to noise and fine details common in region-growing algorithms. Extensive experimental results demonstrate that our cutting tools can produce user-desired segmentations for a wide variety of models even with single strokes. We also show that our tools outperform the state-of-art interactive segmentation tools in terms of ease of use and segmentation quality.Item Adding Depth to Cartoons Using Sparse Depth (In)equalities(The Eurographics Association and Blackwell Publishing Ltd, 2010) Sykora, D.; Sedlacek, D.; Jinchao, S.; Dingliana, J.; Collins, S.This paper presents a novel interactive approach for adding depth information into hand-drawn cartoon images and animations. In comparison to previous depth assignment techniques our solution requires minimal user effort and enables creation of consistent pop-ups in a matter of seconds. Inspired by perceptual studies we formulate a custom tailored optimization framework that tries to mimic the way that a human reconstructs depth information from a single image. Its key advantage is that it completely avoids inputs requiring knowledge of absolute depth and instead uses a set of sparse depth (in)equalities that are much easier to specify. Since these constraints lead to a solution based on quadratic programming that is time consuming to evaluate we propose a simple approximative algorithm yielding similar results with much lower computational overhead. We demonstrate its usefulness in the context of a cartoon animation production pipeline including applications such as enhancement, registration, composition, 3D modelling and stereoscopic display.Item Heat Transfer Simulation for Modeling Realistic Winter Sceneries(The Eurographics Association and Blackwell Publishing Ltd, 2010) Marechal, N.; Guerin, E.; Galin, E.; Merillou, S.; Merillou, N.This paper presents a physically based method for simulating the heat transfers between the different environmental elements to synthesize realistic winter sceneries. We simulate the snow fall over the ground, as well as the conductive, convective and radiative thermal transfers using a finite volume method according to the variations of air and dew point temperatures, the amount of snow, cloud cover and day-night cycles. Our approach takes into account phase changes such as snow melting into water or water freezing into ice.Item Fast and Efficient Skinning of Animated Meshes(The Eurographics Association and Blackwell Publishing Ltd, 2010) Kavan, L.; Sloan, P.-P.; O Sullivan, C.Skinning is a simple yet popular deformation technique combining compact storage with efficient hardware accelerated rendering. While skinned meshes (such as virtual characters) are traditionally created by artists, previous work proposes algorithms to construct skinning automatically from a given vertex animation. However, these methods typically perform well only for a certain class of input sequences and often require long pre-processing times. We present an algorithm based on iterative coordinate descent optimization which handles arbitrary animations and produces more accurate approximations than previous techniques, while using only standard linear skinning without any modifications or extensions. To overcome the computational complexity associated with the iterative optimization, we work in a suitable linear subspace (obtained by quick approximate dimensionality reduction) and take advantage of the typically very sparse vertex weights. As a result, our method requires about one or two orders of magnitude less pre-processing time than previous methods.Item Isosurfaces Over Simplicial Partitions of Multiresolution Grids(The Eurographics Association and Blackwell Publishing Ltd, 2010) Manson, Josiah; Schaefer, ScottWe provide a simple method that extracts an isosurface that is manifold and intersection-free from a function over an arbitrary octree. Our method samples the function dual to minimal edges, faces, and cells, and we show how to position those samples to reconstruct sharp and thin features of the surface. Moreover, we describe an error metric designed to guide octree expansion such that flat regions of the function are tiled with fewer polygons than curved regions to create an adaptive polygonalization of the isosurface. We then show how to improve the quality of the triangulation by moving dual vertices to the isosurface and provide a topological test that guarantees we maintain the topology of the surface. While we describe our algorithm in terms of extracting surfaces from volumetric functions, we also show that our algorithm extends to generating manifold level sets of co-dimension 1 of functions of arbitrary dimension.Item Articulated Billboards for Video-based Rendering(The Eurographics Association and Blackwell Publishing Ltd, 2010) Germann, Marcel; Hornung, Alexander; Keiser, Richard; Ziegler, Remo; Wuermlin, Stephan; Gross, MarkusWe present a novel representation and rendering method for free-viewpoint video of human characters based on multiple input video streams. The basic idea is to approximate the articulated 3D shape of the human body using a subdivision into textured billboards along the skeleton structure. Billboards are clustered to fans such that each skeleton bone contains one billboard per source camera. We call this representation articulated billboards.In the paper we describe a semi-automatic, data-driven algorithm to construct and render this representation, which robustly handles even challenging acquisition scenarios characterized by sparse camera positioning, inaccurate camera calibration, low video resolution, or occlusions in the scene. First, for each input view, a 2D pose estimation based on image silhouettes, motion capture data, and temporal video coherence is used to create a segmentation mask for each body part. Then, from the 2D poses and the segmentation, the actual articulated billboard model is constructed by a 3D joint optimization and compensation for camera calibration errors. The rendering method includes a novel way of blending the textural contributions of each billboard and features an adaptive seam correction to eliminate visible discontinuities between adjacent billboards textures.Our articulated billboards do not only minimize ghosting artifacts known from conventional billboard rendering, but also alleviate restrictions to the setup and sensitivities to errors of more complex 3D representations and multiview reconstruction techniques. Our results demonstrate the flexibility and the robustness of our approach with high quality free-viewpoint video generated from broadcast footage of challenging, uncontrolled environments.Item Fast High-Dimensional Filtering Using the Permutohedral Lattice(The Eurographics Association and Blackwell Publishing Ltd, 2010) Adams, Andrew; Baek, Jongmin; Davis, Myers AbrahamMany useful algorithms for processing images and geometry fall under the general framework of high-dimensional Gaussian filtering. This family of algorithms includes bilateral filtering and non-local means. We propose a new way to perform such filters using the permutohedral lattice, which tessellates high-dimensional space with uniform simplices. Our algorithm is the first implementation of a high-dimensional Gaussian filter that is both linear in input size and polynomial in dimensionality. Furthermore it is parameter-free, apart from the filter size, and achieves a consistently high accuracy relative to ground truth (> 45 dB). We use this to demonstrate a number of interactive-rate applications of filters in as high as eight dimensions.Item Bidirectional Search for Interactive Motion Synthesis(The Eurographics Association and Blackwell Publishing Ltd, 2010) Lo, Wan-Yen; Zwicker, MatthiasWe present an approach to improve the search efficiency for near-optimal motion synthesis using motion graphs. An optimal or near-optimal path through a motion graph often leads to the most intuitive result. However, finding such a path can be computationally expensive. Our main contribution is a bidirectional search algorithm. We dynamically divide the search space evenly and merge two search trees to obtain the final solution. This cuts the maximum search depth almost in half and leads to significant speedup. To illustrate the benefits of our approach, we present an interactive sketching interface that allows users to specify complex motions quickly and intuitively.Item Practical quad mesh simplification(The Eurographics Association and Blackwell Publishing Ltd, 2010) Tarini, Marco; Pietroni, Nico; Cignoni, Paolo; Panozzo, Daniele; Puppo, EnricoIn this paper we present an innovative approach to incremental quad mesh simplification, i.e. the task of producing a low complexity quad mesh starting from a high complexity one. The process is based on a novel set of strictly local operations which preserve quad structure. We show how good tessellation quality (e.g. in terms of vertex valencies) can be achieved by pursuing uniform length and canonical proportions of edges and diagonals. The decimation process is interleaved with smoothing in tangent space. The latter strongly contributes to identify a suitable sequence of local modification operations. The method is naturally extended to manage preservation of feature lines (e.g. creases) and varying (e.g. adaptive) tessellation densities. We also present an original Triangle-to-Quad conversion algorithm that behaves well in terms of geometrical complexity and tessellation quality, which we use to obtain the initial quad mesh from a given triangle mesh.