Eurographics Conferences
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Item 2.5 Dimensional Graphics Systems(Eurographics Association, 1989) Herman, IvanThe outline of an extension of traditional 2D graphics systems is given. This extension is aimed at supporting a three dimensional application program, without incorporating full viewing into the general graphics system itself. The resulting system might be very advantageous for large application programs which have their own three dimensional facilities.Item 20 Years of the Central European Seminar on Computer Graphics(The Eurographics Association, 2016) Ilčík, Martin; Ilčíková, Ivana; Ferko, Andrej; Wimmer, Michael; Beatriz Sousa Santos and Jean-Michel DischlerThe Central European Seminar on Computer Graphics is an annual scientific seminar for undergraduate students of computer graphics, vision and visual computing. Its main mission is to promote graphics research and to motivate students to pursue academic careers. An international committee of experts guides their research work for several months. At the end, students present their results at a three days seminar to an audience of approx. 100 students and professors. All attendants actively participate in discussions and workshops focused on academic skills and career planing for young researchers. Interactive sessions on innovation help them to identify the value of their ideas and motivate them to continue in their work.Item 2D Points Curve Reconstruction Survey and Benchmark(The Eurographics Association, 2022) Ohrhallinger, Stefan; Peethambaran, Jiju; Parakkat, Amal Dev; Dey, Tamal K.; Muthuganapathy, R.; Hahmann, Stefanie; Patow, Gustavo A.Curve reconstruction from unstructured points in a plane is a fundamental problem with many applications that has generated research interest for decades. Involved aspects like handling open, sharp, multiple and non-manifold outlines, run-time and provability as well as potential extension to 3D for surface reconstruction have led to many different algorithms. We survey the literature on 2D curve reconstruction and then present an open-sourced benchmark for the experimental study. Our unprecedented evaluation of a selected set of planar curve reconstruction algorithms aims to give an overview of both quantitative analysis and qualitative aspects for helping users to select the right algorithm for specific problems in the field. Our benchmark framework is available online to permit reproducing the results and easy integration of new algorithms.Item 2D Points Curve Reconstruction Survey and Benchmark(The Eurographics Association and John Wiley & Sons Ltd., 2021) Ohrhallinger, Stefan; Peethambaran, Jiju; Parakkat, Amal Dev; Dey, Tamal Krishna; Muthuganapathy, Ramanathan; Bühler, Katja and Rushmeier, HollyCurve reconstruction from unstructured points in a plane is a fundamental problem with many applications that has generated research interest for decades. Involved aspects like handling open, sharp, multiple and non-manifold outlines, run-time and provability as well as potential extension to 3D for surface reconstruction have led to many different algorithms. We survey the literature on 2D curve reconstruction and then present an open-sourced benchmark for the experimental study. Our unprecedented evaluation of a selected set of planar curve reconstruction algorithms aims to give an overview of both quantitative analysis and qualitative aspects for helping users to select the right algorithm for specific problems in the field. Our benchmark framework is available online to permit reproducing the results and easy integration of new algorithms.Item A 3-D CELLULAR FRAME BUFFER(The Eurographics Association, 1985) Kaufman, Arie; Bakalash, Reuven; C.E. VandoniA new architecture for storing and processing of threedimensional (3-D) graphics is described, The 3-D objects are discretized and stored in a full 3-D cellular memory of voxels. A 3-D graphics processor scan-converts 3-D geometric objects into the cellular representation. A 3-D frame buffer processor manipulates 3-D cellular sub-boxes and controls 3-D interaction. Displaying 2-D orthographic projections from a given view position and direction is accomplished by a 3-D viewing processor. With this new architecture, there is neither a need for repeatedly scan-converting modified geometric objects nor a need for removing hidden-surfaces.Item 3-D Spatial Skills--A Key to the Effective Use of Computer Graphics Software?(Eurographics Association, 1999) Sorby, S.A.Development and evaluation of 3-D spatial visualization skills is discussed. Correlations between measured spatial skills and ability to effectively use computer graphics software are analyzed and strategies to improve 3-D spatial skills are presented.Item 3D Anatomical Modelling and Simulation Concepts(The Eurographics Association, 2009) Magnenat-Thalmann, N.; Schmid, J.; Delingette, H.; Agus, M.; Guitian, J. A. Iglesias; K. Museth and D. WeiskopfNowadays, a large panel of medical acquisitions devices are made available producing a large amount of information such as high-resolution volumes, temporal sequences or functional images. Although this information helps scientists and physicians better understand the human anatomy and physiology, it becomes more-and-more difficult to analyse and visualise it. In this context, anatomical and functional models that combine multi-modal information are highly demanded. These models are successfully used in medical simulations such as virtual surgical interventions (e.g., bone, liver surgeries) or physiological process analysis (e.g., tumour growth, cartilage degeneration). They improve the diagnosis and assist the physicians. In this tutorial, we will present the current research issues towards the creation of patient-specific anatomical models and their functional simulation. Various topics in medical modelling/simulation will be addressed, focusing on computer-graphics based approaches, such as deformable models in image segmentation, data fusion, interactive physically-based simulation and costefficient visualisation. Examples will be given in the musculoskeletal, cardiac and vascular domains. All speakers are partners of the EU project "3D Anatomical Human" led by MIRALab - University of Geneva.Item 3D Architectural Modeling: Efficient RANSAC for n-gonal Primitive Fitting(The Eurographics Association, 2015) Abdullah, Ahsan; Bajwa, Reema; Gilani, Syed Rizwan; Agha, Zuha; Boor, Saeed Boor; Taj, Murtaza; Khan, Sohaib Ahmed; B. Bickel and T. RitschelWe present a modeling approach to automatically fit 3D primitives to point clouds in order to generate a CAD like model. For detailed modeling we propose a new n-gonal 3D primitive and a novel RANSAC based fitting approach. Non-planar surfaces are modeled through surface of revolution with B-spline profiles. We first reduce the dimension by projecting the 3D data onto a 2D plane. Primitive fitting algorithm is then applied in this 2D space. Our approach compares favorably both with manually and automatically generated models. Not only is it much more time efficient than manual modeling, but it also gives significantly better output than state-of-the-art automatic methods. Since the focal technique of our approach is the fitting of detailed primitives, our results are ideal in the domain of architecture and preservation of heritage.Item 3D Characters for Virtual Reality(The Eurographics Association, 2016) Orvalho, Veronica; Runa, Catarina; Lewis, John P.; Augusto Sousa and Kadi BouatouchCreating a 3D avatar that looks like a specific person is timeconsuming, requires expert artists, expensive equipment and a complex pipeline. In this tutorial we explain the different stages of a traditional character animation pipeline: modeling, rigging and animation. But, most important we describe how each of this stages bind together and which are the challenges developers face today at each stage. Our ultimate goal is to explain stepbystep the creation of a unified facial animation pipeline. We build the tutorial over our experience on what worked, what didn't work, why we did what we did and how we are planning to improve in the future. Given the popularity of Virtual Reality since the launching of Oculus Rift, we also describe how a traditional animation pipeline can be applied in Virtual Reality, it's challenges, limitations and potential. Throughout the tutorial we introduce the theoretical background for character animation and present the current state of the art in this field. Last, we aim to trigger a discussion to analyse different lines of research that emerge by bringing together traditional character animation and Virtual Reality.Item 3D Computational Morphology(Blackwell Science Ltd and the Eurographics Association, 1993) Veltkamp, Remco C.Computational Morphology is the analysis of form by computational means. This discipline typically uses techniques from Computational Geometry and Computer Aided Geometric Design. The present paper is more specifically about the construction and manipulation of closed object boundaries through a set of scattered points in 3D. Original results are developed in three stages of computational morphology: * impose a geometrical structure on the set of points- * construct a polyhedral boundary surface from this geometrical structure- * build a hierarchy of polyhedral approximations together with localization information-The economic advantage of this approach is that there is no dependency on any specific data source. It can be used for various types of data sources or when the source is unknown.Item 3D Data Acquisition(Eurographics Association, 2002) Scopigno,Roberto; Andujar, Carlos; Goesele,Michael; Lensch, Hendrik P. A.3D scanners and image acquisition systems are rapidly becoming more affordable and allow to build highly accurate models of real 3D objects in a cost- and time-effective manner. This tutorial will present the potential of this technology, review the state of the art in model acquisition methods, and will discuss the 3D acquisition pipeline from physical acquisition until the final digital model. First, different scanning techniques such as time-of-flight or structured light approaches will briefly be presented. Other acquisition related issues including the design of the scanning studio will be discussed and evaluated. In the area of registration, we will consider both the problems of initially aligning individual scans, and of refining this alignment with variations of the Iterative Closest Point method. For scan integration and mesh reconstruction, we will compare various methods for computing interpolating and approximating surfaces. We will then look at various ways in which surface properties such as color and reflectance can be extracted from acquired imagery. Finally, we will examine techniques for the efficient management and rendering of very large, attribute-rich meshes, including methods for the construction of simplified triangle-based representation and sample-based rendering approaches.Item 3D Fabrication of 2D Mechanisms(The Eurographics Association and John Wiley & Sons Ltd., 2015) Hergel, Jean; Lefebvre, Sylvain; Olga Sorkine-Hornung and Michael WimmerThe success of physics sandbox applications and physics-based puzzle games is a strong indication that casual users and hobbyists enjoy designing mechanisms, for educational or entertainment purposes. In these applications, a variety of mechanisms are designed by assembling two-dimensional shapes, creating gears, cranks, cams, and racks. The experience is made enjoyable by the fact that the user does not need to worry about the intricate geometric details that would be necessary to produce a real mechanism. In this paper, we propose to start from such casual designs of mechanisms and turn them into a 3D model that can be printed onto widely available, inexpensive filament based 3D printers. Our intent is to empower the users of such tools with the ability to physically realize their mechanisms and see them operate in the real world. To achieve this goal we tackle several challenges. The input 2D mechanism allows for some parts to overlap during simulation. These overlapping parts have to be resolved into non-intersecting 3D parts in the real mechanism. We introduce a novel scheme based on the idea of including moving parts into one another whenever possible. This reduces bending stresses on axles compared to previous methods. Our approach supports sliding parts and arbitrarily shaped mechanical parts in the 2D input. The exact 3D shape of the parts is inferred from the 2D input and the simulation of the mechanism, using boolean operations between shapes. The input mechanism is often simply attached to the background. We automatically synthesize a chassis by formulating a topology optimization problem, taking into account the stresses exerted by the mechanism on the chassis through time.Item 3D Geometry Compressionand Progressive Transmission(Eurographics Association, 1999) Taubin, GabrielPolygonal meshes remain the primary representation for visualization of 3D data in a wide range of industries, including manufacturing, architecture, geographic information systems, medical imaging, robotics, entertainment, and military applications. Because of its widespread use, it is desirable to compress polygonal meshes stored in file servers and exchanged over computer networks to reduce storage and transmission time requirements. In this report we describe several schemes that have been recently introduced to represent single and multi-resolution polygonal meshes in compressed form, and to progressively transmit polygonal mesh data. The progressive transmission of polygonal meshes allows the decoder process to make part of a single-resolution mesh, or the low resolution levels of detail of a multi-resolution mesh, available to the rendering system before the whole bitstream is fully received and decoded. It is desirable to combine compression and progressive transmission, but not all the existing methods exhibit both features. These progressive transmission schemes are closely related to surface simplification or decimation methods, which change the surface topology while approximating the geometry, and can be regarded as lossy compression schemes as well. Finally, we describe in more detail the Topological Surgery and Progressive Forest Split schemes that are currently part of the MPEG-4 multimedia standard.Item 3D Human Shape and Pose from a Single Depth Image with Deep Dense Correspondence Enabled Model Fitting(The Eurographics Association, 2022) Wang, Xiaofang; Boukhayma, Adnane; Prévost, Stéphanie; Desjardin, Eric; Loscos, Celine; Multon, Franck; Sauvage, Basile; Hasic-Telalovic, JasminkaWe propose a two-stage hybrid method, with no initialization, for 3D human shape and pose estimation from a single depth image, combining the benefits of deep learning and optimization. First, a convolutional neural network predicts pixel-wise dense semantic correspondences to a template geometry, in the form of body part segmentation labels and normalized canonical geometry vertex coordinates. Using these two outputs, pixel-to-vertex correspondences are computed in a six-dimensional embedding of the template geometry through nearest neighbor. Second, a parametric shape model (SMPL) is fitted to the depth data by minimizing vertex distances to the input. Extensive evaluation on both real and synthetic human shape in motion datasets shows that our method yields quantitatively and qualitatively satisfactory results and state-of-the-art reconstruction errors.Item 3D Interactive Topological Modeling using Visible Human Dataset(Blackwell Science Ltd and the Eurographics Association, 1996) Beylot, P; Gingins, P; Kalra, P; Thalmann, N Magnenat; Maurel, W; Thalmann, D; Fasel, JAvailability of Visible Human Dataset (VHD)has provided numerous possibilities for its exploitation in both medical applications and 3D animation. In this paper, we present our interactive tools which enable extraction of surfaces for different organs, including bones, muscles, fascia, and skin, from the VHD. The reconstructed surfaces then are used for defining the inter-relationship of organs, a process we refer to as topological modeling. A data base is constructed, which encapsulates structural, topological, mechanical and other relevant information about organs. A 3D interactive tool enables the building and editing of this data base. Such a data base can later be used for different applications in fields such as medicine, sports, education, and entertainment.Item 3D Isocontours Real-time Generation and Visualization of 3D Stepped Terrain Models(The Eurographics Association, 2010) Glander, Tassilo; Trapp, Matthias; Döllner, Jürgen; H. P. A. Lensch and S. SeipelIsocontours (also isopleths, isolines, level sets) are commonly used to visualize real-valued data defined over a 2D plane according to a set of given isovalues. To support the 3D landscape metaphor for information visualization, a 3D stepped terrain can be derived by lifting and extruding isolines to their particular isovalue, but typically requires triangulation of the resulting surface representation in a preprocessing step. We present a concept and rendering technique for triangle-based terrain models that provide interactive, adaptive generation and visualization of such stepped terrains without preprocessing. Our fully hardware-accelerated rendering technique creates additional step geometry for each triangle intersecting an iso-plane on-the-fly. Further, an additional interpolation schema facilitates smooth transition between established 3D terrain visualization and its stepped variant.Item 3D laser scanning numerical surface definition and fast prototyping of the Basel Bronze Head(Eurographics Association, 1999) Accardo, Giorgio; Scarpetta, MassimilianoStarting from the experiences and results deriving from the cooperation between the Istituto Centrale del Restauro, Fox Bit srl and certain academic institutions, a study is presented which is aimed at using and adapting reverse engineering (RE) and fast prototyping (FR) industrial techniques to cultural property conservation.Item 3D Material Style Transfer(The Eurographics Association and John Wiley and Sons Ltd., 2012) Nguyen, Chuong H.; Ritschel, Tobias; Myszkowski, Karol; Eisemann, Elmar; Seidel, Hans-Peter; P. Cignoni and T. ErtlThis work proposes a technique to transfer the material style or mood from a guide source such as an image or video onto a target 3D scene. It formulates the problem as a combinatorial optimization of assigning discrete materials extracted from the guide source to discrete objects in the target 3D scene. The assignment is optimized to fulfill multiple goals: overall image mood based on several image statistics; spatial material organization and grouping as well as geometric similarity between objects that were assigned to similar materials. To be able to use common uncalibrated images and videos with unknown geometry and lighting as guides, a material estimation derives perceptually plausible reflectance, specularity, glossiness, and texture. Finally, results produced by our method are compared to manual material assignments in a perceptual study.Item 3D Mesh Description Using ''Subdivided Shape-Curvature-Graphs''(The Eurographics Association, 2019) Beguet, Florian; Guise, Jacques De; Schmittbuhl, Matthieu; Mari, Jean-Luc; Cresson, Thierry; Fusiello, Andrea and Bimber, OliverThis paper presents a shape descriptor for 3D meshes using a graph to represent a polyhedral mesh which is then used to extract patterns from the shape. The use of Subdivided Shape-Curvature-Graphs makes it possible to not only recognize the similarities of mesh details but also determine the self-similarity of local portions of the object by adding topological information to the graph. The proposed method divides the mesh into 8 categories of patches using the discrete curvatures. These patches are cleaned; afterwards, to add topological information, a new "segmentation" patch is added. Finally, an approach is developed to extract and compare the subgraphs and thus be able to obtain the self-similarity of local parts of the mesh.Item The 3D Model Acquisition Pipeline(Eurographics Association, 2000) Bernardini, Fausto; Rushmeier, HollyThree-dimensional image acquisition systems are rapidly becoming more affordable, especially systems based on commodity electronic cameras. At the same time, personal computers with graphics hardware capable of displaying complex 3D models are also becoming inexpensive enough to be available to a large population. As a result, there is potentially an opportunity to consider new virtual reality applications as diverse as cultural heritage and retail sales that will allow people to view realistic 3D objects on home computers. Although there are many physical techniques for acquiring 3D data – including laser scanners, structured light and time-of-flight – there is a basic pipeline of operations for taking the acquired data and producing a usable numerical model. We look at the fundamental problems of range image registration, line-of-sight errors, mesh integration, surface detail and color, and texture mapping. In the area of registration we consider both the problems of finding an initial global alignment using manual and automatic means, and refining this alignment with variations of the Iterative Closest Point methods. To account for scanner light-of-sight errors we compare averaging and conformance approaches. In the area of mesh integration, that is finding a single mesh joining the data from all scans, we compare various methods for computing interpolating and approximating surfaces. We then look at various ways in which surface properties such as color (more properly, spectral reflectance) can be extracted from acquired imagery. Finally, we examine techniques for a producing a final model representation that can be efficiently rendered using graphics hardware.