41-Issue 1
Permanent URI for this collection
Browse
Browsing 41-Issue 1 by Issue Date
Now showing 1 - 20 of 30
Results Per Page
Sort Options
Item A Stereo Matching Algorithm for High‐Precision Guidance in a Weakly Textured Industrial Robot Environment Dominated by Planar Facets(© 2022 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2022) Wei, Hui; Meng, Lingjiang; Hauser, Helwig and Alliez, PierreAlthough many algorithms perform very well on certain datasets, existing stereo matching algorithms still fail to obtain ideal disparity images with high precision in practical robotic applications with weak or untextured objects. This greatly limits the application of binocular vision for robotic arm guidance. Traditional stereo matching algorithms suffer from disparity loss, dilation and other problems, and deep learning algorithms have weakly generalization ability, making high‐accuracy results impossible with non‐training images. We propose an algorithm that uses segments and edges as matching units. We find the mapping relationship between two‐dimensional images and three‐dimensional scenes using segments. The algorithm obtains highly accurate results in industrial robotic applications with mainly planar facets. We combine it with a deep learning algorithm to obtain very good high‐accuracy results in both general scenes and applications of industrial robots. The algorithm effectively improves the non‐linear optimization ability of traditional algorithms and generalization ability of deep learning, and provides an effective method for the binocular vision guidance of industrial robotic scenes. We used the algorithm to guide the robot arm for threading with a success rate of 70%.Item Modelling Surround‐aware Contrast Sensitivity for HDR Displays(© 2022 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2022) Yi, Shinyoung; Jeon, Daniel S.; Serrano, Ana; Jeong, Se‐Yoon; Kim, Hui‐Yong; Gutierrez, Diego; Kim, Min H.; Hauser, Helwig and Alliez, PierreDespite advances in display technology, many existing applications rely on psychophysical datasets of human perception gathered using older, sometimes outdated displays. As a result, there exists the underlying assumption that such measurements can be carried over to the new viewing conditions of more modern technology. We have conducted a series of psychophysical experiments to explore contrast sensitivity using a state‐of‐the‐art HDR display, taking into account not only the spatial frequency and luminance of the stimuli but also their surrounding luminance levels. From our data, we have derived a novel surround‐aware contrast sensitivity function (CSF), which predicts human contrast sensitivity more accurately. We additionally provide a practical version that retains the benefits of our full model, while enabling easy backward compatibility and consistently producing good results across many existing applications that make use of CSF models. We show examples of effective HDR video compression using a transfer function derived from our CSF, tone‐mapping and improved accuracy in visual difference prediction.Item A Survey on Cross‐Virtuality Analytics(© 2022 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2022) Fröhler, B.; Anthes, C.; Pointecker, F.; Friedl, J.; Schwajda, D.; Riegler, A.; Tripathi, S.; Holzmann, C.; Brunner, M.; Jodlbauer, H.; Jetter, H.‐C.; Heinzl, C.; Hauser, Helwig and Alliez, PierreCross‐virtuality analytics (XVA) is a novel field of research within immersive analytics and visual analytics. A broad range of heterogeneous devices across the reality–virtuality continuum, along with respective visual metaphors and analysis techniques, are currently becoming available. The goal of XVA is to enable visual analytics that use transitional and collaborative interfaces to seamlessly integrate different devices and support multiple users. In this work, we take a closer look at XVA and analyse the existing body of work for an overview of its current state. We classify the related literature regarding ways of establishing cross‐virtuality by interconnecting different stages in the reality–virtuality continuum, as well as techniques for transitioning and collaborating between the different stages. We provide insights into visualization and interaction techniques employed in current XVA systems. We report on ways of evaluating such systems, and analyse the domains where such systems are becoming available. Finally, we discuss open challenges in XVA, giving directions for future research.Item Graphical Tools for Visualization of Missing Data in Large Longitudinal Phenomena(© 2022 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2022) Jiménez, Edgar; Macías, Rodrigo; Hauser, Helwig and Alliez, PierreThe analysis of large quantities of longitudinal data requires quick decision tools to ensure data quality and to find useful patterns for analysis in exploratory stages. We propose algorithms based on ordering, sampling and grouping applied to lasagna plots, a special kind of matrix plot, which are heat maps created to visualize longitudinal studies. These algorithms can be applied to large data sets to find patterns of interest, monotone and intermittent, in the missing data with low computational cost compared to previous alternatives. Visualization with these algorithms addresses a trade‐off in visualization design: reducing visual clutter versus increasing the information content in a visualization. The method enables the visualization of missing data in a clear and concise way. We apply our techniques to four real‐world data sets of different origins and sizes that share analysis and visualization tasks and discuss the patterns found within them.Item Learning Camera Control in Dynamic Scenes from Limited Demonstrations(© 2022 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2022) Hanocka, R.; Assa, J.; Cohen‐Or, D.; Giryes, R.; Hauser, Helwig and Alliez, PierreIn this work, we present our strategy for camera control in dynamic scenes with multiple people (sports teams). We learn a generic model of the player dynamics offline in simulation. We use only a few sparse demonstrations of a user's camera control policy to learn a reward function to drive camera motion in an ongoing dynamic scene. Key to our approach is the creation of a low‐dimensional representation of the scene dynamics which is independent of the environment action and rewards, which enables learning the reward function using only a small number of examples. We cast the user‐specific control objective as an inverse reinforcement learning problem, aiming to learn an expert's intention from a small number of demonstrations. The learned reward function is used in combination with a visual model predictive controller (MPC). We learn a generic scene dynamics model that is agnostic to the user‐specific reward, enabling reusing the same dynamics model for different camera control policies. We show the effectiveness of our method on simulated and real soccer matches.Item Immersive Analytics with Abstract 3D Visualizations: A Survey(© 2022 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2022) Kraus, Matthias; Fuchs, Johannes; Sommer, Björn; Klein, Karsten; Engelke, Ulrich; Keim, Daniel; Schreiber, Falk; Hauser, Helwig and Alliez, PierreAfter a long period of scepticism, more and more publications describe basic research but also practical approaches to how abstract data can be presented in immersive environments for effective and efficient data understanding. Central aspects of this important research question in immersive analytics research are concerned with the use of 3D for visualization, the embedding in the immersive space, the combination with spatial data, suitable interaction paradigms and the evaluation of use cases. We provide a characterization that facilitates the comparison and categorization of published works and present a survey of publications that gives an overview of the state of the art, current trends, and gaps and challenges in current research.Item A Generative Framework for Image‐based Editing of Material Appearance using Perceptual Attributes(© 2022 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2022) Delanoy, J.; Lagunas, M.; Condor, J.; Gutierrez, D.; Masia, B.; Hauser, Helwig and Alliez, PierreSingle‐image appearance editing is a challenging task, traditionally requiring the estimation of additional scene properties such as geometry or illumination. Moreover, the exact interaction of light, shape and material reflectance that elicits a given perceptual impression is still not well understood. We present an image‐based editing method that allows to modify the material appearance of an object by increasing or decreasing high‐level perceptual attributes, using a single image as input. Our framework relies on a two‐step generative network, where the first step drives the change in appearance and the second produces an image with high‐frequency details. For training, we augment an existing material appearance dataset with perceptual judgements of high‐level attributes, collected through crowd‐sourced experiments, and build upon training strategies that circumvent the cumbersome need for original‐edited image pairs. We demonstrate the editing capabilities of our framework on a variety of inputs, both synthetic and real, using two common perceptual attributes ( and ), and validate the perception of appearance in our edited images through a user study.Item Seamless Parametrization of Spheres with Controlled Singularities(© 2022 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2022) Levi, Zohar; Hauser, Helwig and Alliez, PierreWe present a method for constructing seamless parametrization for genus‐0 surfaces, which can handle any feasible cone configuration, thus allowing users to arbitrarily design and tailor a mapping as desired. The method directly constructs a self‐overlapping metapolygon of the domain boundary of the mapped cut mesh, which relieves the need of using an auxiliary surface. This simplifies the pipeline and allows for a necessary optimization of the boundary polygon before mapping the interior. Moreover, it enables handling larger meshes with more cones than previous methods can handle. Our construction is purely combinatorial, and it guarantees that the mapping is locally injective – a prerequisite to today's advanced optimization methods. This is achieved via careful construction of a simple domain boundary polygon, where existence of such a polygon is proven for all cases. We offer a numerically robust algorithm to automate the construction, which involves a solution of two linear problems. We offer a full pipeline, suggesting elegant solutions to sub‐problems, and demonstrate robustness through extensive experiments.Item A Survey on Deep Learning for Skeleton‐Based Human Animation(© 2022 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2022) Mourot, Lucas; Hoyet, Ludovic; Le Clerc, François; Schnitzler, François; Hellier, Pierre; Hauser, Helwig and Alliez, PierreHuman character animation is often critical in entertainment content production, including video games, virtual reality or fiction films. To this end, deep neural networks drive most recent advances through deep learning (DL) and deep reinforcement learning (DRL). In this article, we propose a comprehensive survey on the state‐of‐the‐art approaches based on either DL or DRL in skeleton‐based human character animation. First, we introduce motion data representations, most common human motion datasets and how basic deep models can be enhanced to foster learning of spatial and temporal patterns in motion data. Second, we cover state‐of‐the‐art approaches divided into three large families of applications in human animation pipelines: motion synthesis, character control and motion editing. Finally, we discuss the limitations of the current state‐of‐the‐art methods based on DL and/or DRL in skeletal human character animation and possible directions of future research to alleviate current limitations and meet animators' needs.Item Using Position‐Based Dynamics for Simulating Mitral Valve Closure and Repair Procedures(© 2022 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2022) Walczak, Lars; Georgii, Joachim; Tautz, Lennart; Neugebauer, Mathias; Wamala, Isaac; Sündermann, Simon; Falk, Volkmar; Hennemuth, Anja; Hauser, Helwig and Alliez, PierreTo achieve the best treatment of mitral valve disease in a patient, surgeons aim to optimally combine complementary surgical techniques. Image‐based simulation as well as visualization of the mitral valve dynamics can support the visual analysis of the patient‐specific valvular dynamics and enable an exploration of different therapy options. The usage in a time‐constrained clinical environment requires a mitral valve model that is cost‐effective, easy to set up, parameterize and evaluate. Working towards this goal, we develop a simplified model of the mitral valve and analyse its applicability for the sketched use‐case. We propose a novel approach to simulate the mitral valve with position‐based dynamics. The resulting mitral valve model can be deformed to simulate the closing and opening, and incorporate changes caused by virtual interventions in the simulation. Ten mitral valves were reconstructed from transesophageal echocardiogram sequences of patients with normal and abnormal physiology for evaluation. Simulation results showed good agreements with expert annotations of the original image data and reproduced valve closure in all cases. In four of five pathological cases, abnormal closing behaviour was correctly reproduced. In future research, we aim to improve the parameterization of the model in terms of biomechanical correctness and perform a more extensive validation.Item Evaluating Data‐type Heterogeneity in Interactive Visual Analyses with Parallel Axes(© 2022 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2022) Matute, José; Linsen, Lars; Hauser, Helwig and Alliez, PierreThe application of parallel axes for the interactive visual analysis of multidimensional data is a widely used concept. While multidimensional data sets are commonly heterogeneous in nature, i.e. data items contain both numerical and categorical (including ordinal) attribute values, the use of parallel axes often assumes either numerical or categorical attributes. While Parallel Coordinates and their large variety of extensions focus on numerical data, Parallel Sets and related methods focus on categorical attributes. While both concepts allow for displaying heterogeneous data, no clear strategies have been defined for representing categories in Parallel Coordinates or discretization of continuous ranges in Parallel Sets. In practice, type conversion as a pre‐processing step can be used as well as coordinated views of numerical and categorical data visualizations. We evaluate traditional and state‐of‐the‐art approaches with respect to the interplay of categorical and numerical dimensions for querying probability‐based events. We also compare against a heterogeneous Parallel Coordinates/Parallel Set approach with a novel interface between categorical and numerical axes . We show that approaches for mapping categorical data to numerical axis representations can lead to lower accuracy in answering probability‐based questions and higher response times than hybrid approaches in multiple‐event scenarios.Item A Survey of Tasks and Visualizations in Multiverse Analysis Reports(© 2022 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2022) Hall, Brian D.; Liu, Yang; Jansen, Yvonne; Dragicevic, Pierre; Chevalier, Fanny; Kay, Matthew; Hauser, Helwig and Alliez, PierreAnalysing data from experiments is a complex, multi‐step process, often with multiple defensible choices available at each step. While analysts often report a single analysis without documenting how it was chosen, this can cause serious transparency and methodological issues. To make the sensitivity of analysis results to analytical choices transparent, some statisticians and methodologists advocate the use of ‘multiverse analysis’: reporting the full range of outcomes that result from all combinations of defensible analytic choices. Summarizing this combinatorial explosion of statistical results presents unique challenges; several approaches to visualizing the output of multiverse analyses have been proposed across a variety of fields (e.g. psychology, statistics, economics, neuroscience). In this article, we (1) introduce a consistent conceptual framework and terminology for multiverse analyses that can be applied across fields; (2) identify the tasks researchers try to accomplish when visualizing multiverse analyses and (3) classify multiverse visualizations into ‘archetypes’, assessing how well each archetype supports each task. Our work sets a foundation for subsequent research on developing visualization tools and techniques to support multiverse analysis and its reporting.Item Shadow Layers for Participating Media(© 2022 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2022) Desrichard, François; Vanderhaeghe, David; Paulin, Mathias; Hauser, Helwig and Alliez, PierreIn the movie industry pipeline, rendering programs output the main image along with a collection of Arbitrary Output Variable layers (AOVs) that retain specific information on light transport and scene properties in image space. Compositing artists use AOVs to improve the quality and appearance of the rendered picture during post‐processing, according to the artistic goal of the shot. In particular, cast shadows are manipulated to support narration and storytelling, as the human perception tolerates non‐physical edits. Conventional path tracing renderers often propose a shadow matte AOV containing radiance lost when shadow rays are occluded. Previous work has shown that they incorrectly estimate shadow and miss occluded radiance from indirect light sources, and that shadow layers must be used to correctly recover radiance from single, solid occluders. In this paper, we generalise shadow layers to an arbitrary number of occluders, and add support for participating media. We begin by quantifying the radiance loss between the radiative transfer equation and the rendering equation, and translate it into a path integral formulation for an efficient Monte Carlo integration. We propose a prototype implementation that renders the main image and shadow layers in a single pass with an affordable computational overhead.Item Economic Upper Bound Estimation in Hausdorff Distance Computation for Triangle Meshes(© 2022 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2022) Zheng, Yicun; Sun, Haoran; Liu, Xinguo; Bao, Hujun; Huang, Jin; Hauser, Helwig and Alliez, PierreThe Hausdorff distance is one of the most fundamental metrics for comparing 3D shapes. To compute the Hausdorff distance efficiently from a triangular mesh to another triangular mesh , one needs to cull the unnecessary triangles on quickly. These triangles have no chance to improve the Hausdorff distance estimation, that is the parts with local upper bound smaller than the global lower bound. The local upper bound estimation should be tight, use fast distance computation, and involve a small number of triangles in during the reduction phase for efficiency. In this paper, we propose to use point‐triangle distance, and only involve at most four triangles in in the reduction phase. Comparing with the state‐of‐the‐art proposed by Tang et al. in 2009, which uses more costly triangle‐triangle distance and may involve a large number of triangles in reduction phase, our local upper bound estimation is faster, and with only a small impact on the tightness of the bound on error estimation. Such a more economic strategy boosts the overall performance significantly. Experiments on the Thingi10K dataset show that our method can achieve several (even over 20) times speedup on average. On a few models with different placements and resolutions, we show that close placement and large difference in resolution bring big challenges to Hausdorff distance computation, and explain why our method can achieve more significant speedup on challenging cases.Item Augmenting Digital Sheet Music through Visual Analytics(© 2022 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2022) Miller, Matthias; Fürst, Daniel; Hauptmann, Hanna; Keim, Daniel A.; El‐Assady, Mennatallah; Hauser, Helwig and Alliez, PierreMusic analysis tasks, such as structure identification and modulation detection, are tedious when performed manually due to the complexity of the common music notation (CMN). Fully automated analysis instead misses human intuition about relevance. Existing approaches use abstract data‐driven visualizations to assist music analysis but lack a suitable connection to the CMN. Therefore, music analysts often prefer to remain in their familiar context. Our approach enhances the traditional analysis workflow by complementing CMN with interactive visualization entities as minimally intrusive augmentations. Gradual step‐wise transitions empower analysts to retrace and comprehend the relationship between the CMN and abstract data representations. We leverage glyph‐based visualizations for harmony, rhythm and melody to demonstrate our technique's applicability. Design‐driven visual query filters enable analysts to investigate statistical and semantic patterns on various abstraction levels. We conducted pair analytics sessions with 16 participants of different proficiency levels to gather qualitative feedback about the intuitiveness, traceability and understandability of our approach. The results show that MusicVis supports music analysts in getting new insights about feature characteristics while increasing their engagement and willingness to explore.Item Placing Arrows in Directed Graph Layouts: Algorithms and Experiments(© 2022 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2022) Binucci, Carla; Didimo, Walter; Kaufmann, Michael; Liotta, Giuseppe; Montecchiani, Fabrizio; Hauser, Helwig and Alliez, PierreWe study how to place arrow heads in directed graph drawings aiming at minimizing their overlaps and avoiding intersections between arrow heads and edges. The objective is to support users to correctly and quickly recognize edge orientations, i.e. to deduce unambiguously the edge orientations. Our contribution is two‐fold: (i) We present exact and heuristic algorithms for this arrow placement problem, along with an extensive experimental analysis of these techniques; and (ii) we report on a user study aimed to understand the impact of different arrow placement strategies on performing global and local analysis tasks on directed graph layouts.Item Dynamic Diffuse Global Illumination Resampling(© 2022 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2022) Majercik, Zander; Müller, Thomas; Keller, Alexander; Nowrouzezahrai, Derek; McGuire, Morgan; Hauser, Helwig and Alliez, PierreInteractive global illumination remains a challenge in radiometrically and geometrically complex scenes. Specialized sampling strategies are effective for specular and near‐specular transport because the scattering has relatively low directional variance per scattering event. In contrast, the high variance from transport paths comprising multiple rough glossy or diffuse scattering events remains notoriously difficult to resolve with a small number of samples. We extend unidirectional path tracing to address this by combining screen‐space reservoir resampling and sparse world‐space probes, significantly improving sample efficiency for transport contributions that terminate on diffuse scattering events. Our experiments demonstrate a clear improvement—at equal time and equal quality—over purely path traced and purely probe‐based baselines. Moreover, when combined with commodity denoisers, we are able to interactively render global illumination in complex scenes.Item Stroke‐Based Drawing and Inbetweening with Boundary Strokes(© 2022 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2022) Jiang, Jie; Seah, Hock Soon; Liew, Hong Ze; Hauser, Helwig and Alliez, PierreIn conventional 2D drawing systems, a drawing usually consists of multiple layers and is composited by rendering layers from back to front. A shape in a higher layer occludes contents in lower layers. However, shapes must have boundaries that form closed regions for occlusion. This limitation causes problems in occlusion resolution. We therefore propose a method to allow users to specify and resolve occlusion in stroke‐based drawing with boundary strokes. Rather than defining shapes, we introduce boundary strokes, which are strokes with occluding sides that work as occluding surfaces. We further introduce a series of user interactions, such as grouping, linking and inverting, on the boundary strokes to realize different occlusion effects. Geometry is then used to find the regions of occluding surfaces to resolve occlusion. The drawings are ready to be coloured, if needed. We extend our method to resolve occlusion in 2D stroke‐based inbetweening. We demonstrate the effectiveness of our method by applying it to resolve occlusion in single drawings and 2D stroke‐based inbetweening.Item Complex Functional Maps: A Conformal Link Between Tangent Bundles(© 2022 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2022) Donati, Nicolas; Corman, Etienne; Melzi, Simone; Ovsjanikov, Maks; Hauser, Helwig and Alliez, PierreIn this paper, we introduce complex functional maps, which extend the functional map framework to conformal maps between tangent vector fields on surfaces. A key property of these maps is their . More specifically, we demonstrate that unlike regular functional maps that link of two manifolds, our complex functional maps establish a link between , thus permitting robust and efficient transfer of tangent vector fields. By first endowing and then exploiting the tangent bundle of each shape with a complex structure, the resulting operations become naturally orientation‐aware, thus favouring across shapes, without relying on descriptors or extra regularization. Finally, and perhaps more importantly, we demonstrate how these objects enable several practical applications within the functional map framework. We show that functional maps and their complex counterparts can be estimated jointly to promote orientation preservation, regularizing pipelines that previously suffered from orientation‐reversing symmetry errors.Item Real‐Time Microstructure Rendering with MIP‐Mapped Normal Map Samples(© 2022 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2022) Tan, Haowen; Zhu, Junqiu; Xu, Yanning; Meng, Xiangxu; Wang, Lu; Yan, Ling‐Qi; Hauser, Helwig and Alliez, PierreNormal map‐based microstructure rendering can generate both glint and scratch appearance accurately. However, the extra high‐resolution normal map that defines every microfacet normal may incur high storage and computation costs. We present an example‐based real‐time rendering method for arbitrary microstructure materials, which significantly reduces the required storage space. Our method takes a small‐size normal map sample as input. We implicitly synthesize a high‐resolution normal map from the normal map sample and construct MIP‐mapped 4D position‐normal Gaussian lobes. Based on the above MIP‐mapped 4D lobes and a LUT (lookup table) data structure for the synthesized high‐resolution normal map, an efficient Gaussian query method is presented to evaluate ‐NDFs (position‐normal distribution functions) for shading. We can render complex scenes with glint and scratch surfaces in real time (30 fps) with a full high‐definition resolution, and the space required for each microstructure material is decreased to 30 MB.