Volume 41 (2022)
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Item The 3D Motorcycle Complex for Structured Volume Decomposition(The Eurographics Association and John Wiley & Sons Ltd., 2022) Brückler, Hendrik; Gupta, Ojaswi; Mandad, Manish; Campen, Marcel; Chaine, Raphaëlle; Kim, Min H.The so-called motorcycle graph has been employed in recent years for various purposes in the context of structured and aligned block decomposition of 2D shapes and 2-manifold surfaces. Applications are in the fields of surface parametrization, spline space construction, semi-structured quad mesh generation, or geometry data compression. We describe a generalization of this motorcycle graph concept to the three-dimensional volumetric setting. Through careful extensions aware of topological intricacies of this higher-dimensional setting, we are able to guarantee important block decomposition properties also in this case. We describe algorithms for the construction of this 3D motorcycle complex on the basis of either hexahedral meshes or seamless volumetric parametrizations. Its utility is illustrated on examples in hexahedral mesh generation and volumetric T-spline construction.Item A-ULMPM: An Adaptively Updated Lagrangian Material Point Method for Efficient Physics Simulation without Numerical Fracture(The Eurographics Association and John Wiley & Sons Ltd., 2022) Su, Haozhe; Xue, Tao; Han, Chengguizi; Aanjaneya, Mridul; Chaine, Raphaëlle; Kim, Min H.We present an adaptively updated Lagrangian Material Point Method (A-ULMPM) to alleviate non-physical artifacts, such as the cell-crossing instability and numerical fracture, that plague state-of-the-art Eulerian formulations of MPM, while still allowing for large deformations that arise in fluid simulations. A-ULMPM spans MPM discretizations from total Lagrangian formulations to Eulerian formulations. We design an easy-to-implement physics-based criterion that allows A-ULMPM to update the reference configuration adaptively for measuring physical states, including stress, strain, interpolation kernels and their derivatives. For better efficiency and conservation of angular momentum, we further integrate the APIC [JSS*15] and MLS-MPM [HFG*18] formulations in A-ULMPM by augmenting the accuracy of velocity rasterization using both the local velocity and its first-order derivatives. Our theoretical derivations use a nodal discretized Lagrangian, instead of the weak form discretization in MLS-MPM [HFG*18], and naturally lead to a ''modified'' MLS-MPM in A-ULMPM, which can recover MLS-MPM using a completely Eulerian formulation. A-ULMPM does not require significant changes to traditional Eulerian formulations of MPM, and is computationally more efficient since it only updates interpolation kernels and their derivatives during large topology changes. We present end-to-end 3D simulations of stretching and twisting hyperelastic solids, viscous flows, splashing liquids, and multi-material interactions with large deformations to demonstrate the efficacy of our new method.Item Abstract Painting Synthesis via Decremental optimization(The Eurographics Association and John Wiley & Sons Ltd., 2022) Yan, Ming; Pu, Yuanyuan; Zhao, Pengzheng; Xu, Dan; Wu, Hao; Yang, Qiuxia; Wang, Ruxin; Umetani, Nobuyuki; Wojtan, Chris; Vouga, EtienneExisting stroke-based painting synthesis methods usually fail to achieve good results with limited strokes because these methods use semantically irrelevant metrics to calculate the similarity between the painting and photo domains. Hence, it is hard to see meaningful semantical information from the painting. This paper proposes a painting synthesis method that uses a CLIP (Contrastive-Language-Image-Pretraining) model to build a semantically-aware metric so that the cross-domain semantic similarity is explicitly involved. To ensure the convergence of the objective function, we design a new strategy called decremental optimization. Specifically, we define painting as a set of strokes and use a neural renderer to obtain a rasterized painting by optimizing the stroke control parameters through a CLIP-based loss. The optimization process is initialized with an excessive number of brush strokes, and the number of strokes is then gradually reduced to generate paintings of varying levels of abstraction. Experiments show that our method can obtain vivid paintings, and the results are better than the comparison stroke-based painting synthesis methods when the number of strokes is limited.Item AirLens: Multi-Level Visual Exploration of Air Quality Evolution in Urban Agglomerations(The Eurographics Association and John Wiley & Sons Ltd., 2022) Qu, Dezhan; Lv, Cheng; Lin, Yiming; Zhang, Huijie; Wang, Rong; Borgo, Rita; Marai, G. Elisabeta; Schreck, TobiasThe precise prevention and control of air pollution is a great challenge faced by environmental experts in recent years. Understanding the air quality evolution in the urban agglomeration is important for coordinated control of air pollution. However, the complex pollutant interactions between different cities lead to the collaborative evolution of air quality. The existing statistical and machine learning methods cannot well support the comprehensive analysis of the dynamic air quality evolution. In this study, we propose AirLens, an interactive visual analytics system that can help domain experts explore and understand the air quality evolution in the urban agglomeration from multiple levels and multiple aspects. To facilitate the cognition of the complex multivariate spatiotemporal data, we first propose a multi-run clustering strategy with a novel glyph design for summarizing and understanding the typical pollutant patterns effectively. On this basis, the system supports the multi-level exploration of air quality evolution, namely, the overall level, stage level and detail level. Frequent pattern mining, city community extraction and useful filters are integrated into the system for discovering significant information comprehensively. The case study and positive feedback from domain experts demonstrate the effectiveness and usability of AirLens.Item At‐Most‐Hexa Meshes(© 2022 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2022) Bukenberger, Dennis R.; Tarini, Marco; Lensch, Hendrik P. A.; Hauser, Helwig and Alliez, PierreVolumetric polyhedral meshes are required in many applications, especially for solving partial differential equations on finite element simulations. Still, their construction bears several additional challenges compared to boundary‐based representations. Tetrahedral meshes and (pure) hex‐meshes are two popular formats in scenarios like CAD applications, offering opposite advantages and disadvantages. Hex‐meshes are more intricate to construct due to the global structure of the meshing, but feature much better regularity, alignment, are more expressive, and offer the same simulation accuracy with fewer elements. Hex‐dominant meshes, where most but not all cell elements have a hexahedral structure, constitute an attractive compromise, potentially unlocking benefits from both structures, but their generality makes their employment in downstream applications difficult. In this work, we introduce a strict subset of general hex‐dominant meshes, which we term ‘at‐most‐hexa meshes’, in which most cells are still hexahedral, but no cell has more than six boundary faces, and no face has more than four sides. We exemplify the ease of construction of at‐most‐hexa meshes by proposing a frugal and straightforward method to generate high‐quality meshes of this kind, starting directly from hulls or point clouds, for example, from a 3D scan. In contrast to existing methods for (pure) hexahedral meshing, ours does not require an intermediate parameterization of other costly pre‐computations and can start directly from surfaces or samples. We leverage a Lloyd relaxation process to exploit the synergistic effects of aligning an orientation field in a modified 3D Voronoi diagram using the norm for cubical cells. The extracted geometry incorporates regularity as well as feature alignment, following sharp edges and curved boundary surfaces. We introduce specialized operations on the three‐dimensional graph structure to enforce consistency during the relaxation. The resulting algorithm allows for an efficient evaluation with parallel algorithms on GPU hardware and completes even large reconstructions within minutes.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 Automatic Differentiable Procedural Modeling(The Eurographics Association and John Wiley & Sons Ltd., 2022) Gaillard, Mathieu; Krs, Vojtech; Gori, Giorgio; Mech, Radomír; Benes, Bedrich; Chaine, Raphaëlle; Kim, Min H.Procedural modeling allows for an automatic generation of large amounts of similar assets, but there is limited control over the generated output. We address this problem by introducing Automatic Differentiable Procedural Modeling (ADPM). The forward procedural model generates a final editable model. The user modifies the output interactively, and the modifications are transferred back to the procedural model as its parameters by solving an inverse procedural modeling problem. We present an auto-differentiable representation of the procedural model that significantly accelerates optimization. In ADPM the procedural model is always available, all changes are non-destructive, and the user can interactively model the 3D object while keeping the procedural representation. ADPM provides the user with precise control over the resulting model comparable to non-procedural interactive modeling. ADPM is node-based, and it generates hierarchical 3D scene geometry converted to a differentiable computational graph. Our formulation focuses on the differentiability of high-level primitives and bounding volumes of components of the procedural model rather than the detailed mesh geometry. Although this high-level formulation limits the expressiveness of user edits, it allows for efficient derivative computation and enables interactivity. We designed a new optimizer to solve for inverse procedural modeling. It can detect that an edit is under-determined and has degrees of freedom. Leveraging cheap derivative evaluation, it can explore the region of optimality of edits and suggest various configurations, all of which achieve the requested edit differently. We show our system's efficiency on several examples, and we validate it by a user study.Item Automatic Feature Selection for Denoising Volumetric Renderings(The Eurographics Association and John Wiley & Sons Ltd., 2022) Zhang, Xianyao; Ott, Melvin; Manzi, Marco; Gross, Markus; Papas, Marios; Ghosh, Abhijeet; Wei, Li-YiWe propose a method for constructing feature sets that significantly improve the quality of neural denoisers for Monte Carlo renderings with volumetric content. Starting from a large set of hand-crafted features, we propose a feature selection process to identify significantly pruned near-optimal subsets. While a naive approach would require training and testing a separate denoiser for every possible feature combination, our selection process requires training of only a single probe denoiser for the selection task. Moreover, our approximate solution has an asymptotic complexity that is quadratic to the number of features compared to the exponential complexity of the naive approach, while also producing near-optimal solutions. We demonstrate the usefulness of our approach on various state-of-the-art denoising methods for volumetric content. We observe improvements in denoising quality when using our automatically selected feature sets over the hand-crafted sets proposed by the original methods.Item BareSkinNet: De-makeup and De-lighting via 3D Face Reconstruction(The Eurographics Association and John Wiley & Sons Ltd., 2022) Yang, Xingchao; Taketomi, Takafumi; Umetani, Nobuyuki; Wojtan, Chris; Vouga, EtienneWe propose BareSkinNet, a novel method that simultaneously removes makeup and lighting influences from the face image. Our method leverages a 3D morphable model and does not require a reference clean face image or a specified light condition. By combining the process of 3D face reconstruction, we can easily obtain 3D geometry and coarse 3D textures. Using this information, we can infer normalized 3D face texture maps (diffuse, normal, roughness, and specular) by an image-translation network. Consequently, reconstructed 3D face textures without undesirable information will significantly benefit subsequent processes, such as re-lighting or re-makeup. In experiments, we show that BareSkinNet outperforms state-of-the-art makeup removal methods. In addition, our method is remarkably helpful in removing makeup to generate consistent high-fidelity texture maps, which makes it extendable to many realistic face generation applications. It can also automatically build graphic assets of face makeup images before and after with corresponding 3D data. This will assist artists in accelerating their work, such as 3D makeup avatar creation.Item Barrio: Customizable Spatial Neighborhood Analysis and Comparison for Nanoscale Brain Structures(The Eurographics Association and John Wiley & Sons Ltd., 2022) Troidl, Jakob; Cali, Corrado; Gröller, Eduard; Pfister, Hanspeter; Hadwiger, Markus; Beyer, Johanna; Borgo, Rita; Marai, G. Elisabeta; Schreck, TobiasHigh-resolution electron microscopy imaging allows neuroscientists to reconstruct not just entire cells but individual cell substructures (i.e., cell organelles) as well. Based on these data, scientists hope to get a better understanding of brain function and development through detailed analysis of local organelle neighborhoods. In-depth analyses require efficient and scalable comparison of a varying number of cell organelles, ranging from two to hundreds of local spatial neighborhoods. Scientists need to be able to analyze the 3D morphologies of organelles, their spatial distributions and distances, and their spatial correlations. We have designed Barrio as a configurable framework that scientists can adjust to their preferred workflow, visualizations, and supported user interactions for their specific tasks and domain questions. Furthermore, Barrio provides a scalable comparative visualization approach for spatial neighborhoods that automatically adjusts visualizations based on the number of structures to be compared. Barrio supports small multiples of spatial 3D views as well as abstract quantitative views, and arranges them in linked and juxtaposed views. To adapt to new domain-specific analysis scenarios, we allow the definition of individualized visualizations and their parameters for each analysis session. We present an in-depth case study for mitochondria analysis in neuronal tissue and demonstrate the usefulness of Barrio in a qualitative user study with neuroscientists.Item A Bidirectional Formulation for Walk on Spheres(The Eurographics Association and John Wiley & Sons Ltd., 2022) Qi, Yang; Seyb, Dario; Bitterli, Benedikt; Jarosz, Wojciech; Ghosh, Abhijeet; Wei, Li-YiNumerically solving partial differential equations (PDEs) is central to many applications in computer graphics and scientific modeling. Conventional methods for solving PDEs often need to discretize the space first, making them less efficient for complex geometry. Unlike conventional methods, the walk on spheres (WoS) algorithm recently introduced to graphics is a grid-free Monte Carlo method that can provide numerical solutions of Poisson equations without discretizing space. We draw analogies between WoS and classical rendering algorithms, and find that the WoS algorithm is conceptually equivalent to forward path tracing. Inspired by similar approaches in light transport, we propose a novel WoS reformulation that operates in the reverse direction, starting at source points and estimating the Green's function at ''sensor'' points. Implementations of this algorithm show improvement over classical WoS in solving Poisson equation with sparse sources. Our approach opens exciting avenues for future algorithms for PDE estimation which, analogous to light transport, connect WoS walks starting from sensors and sources and combine different strategies for robust solution algorithms in all cases.Item Branch Decomposition-Independent Edit Distances for Merge Trees(The Eurographics Association and John Wiley & Sons Ltd., 2022) Wetzels, Florian; Leitte, Heike; Garth, Christoph; Borgo, Rita; Marai, G. Elisabeta; Schreck, TobiasEdit distances between merge trees of scalar fields have many applications in scientific visualization, such as ensemble analysis, feature tracking or symmetry detection. In this paper, we propose branch mappings, a novel approach to the construction of edit mappings for merge trees. Classic edit mappings match nodes or edges of two trees onto each other, and therefore have to either rely on branch decompositions of both trees or have to use auxiliary node properties to determine a matching. In contrast, branch mappings employ branch properties instead of node similarity information, and are independent of predetermined branch decompositions. Especially for topological features, which are typically based on branch properties, this allows a more intuitive distance measure which is also less susceptible to instabilities from small-scale perturbations. For trees with O(n) nodes, we describe an O(n4) algorithm for computing optimal branch mappings, which is faster than the only other branch decomposition-independent method in the literature by more than a linear factor. Furthermore, we compare the results of our method on synthetic and real-world examples to demonstrate its practicality and utility.Item CAST: Character labeling in Animation using Self-supervision by Tracking(The Eurographics Association and John Wiley & Sons Ltd., 2022) Nir, Oron; Rapoport, Gal; Shamir, Ariel; Chaine, Raphaëlle; Kim, Min H.Cartoons and animation domain videos have very different characteristics compared to real-life images and videos. In addition, this domain carries a large variability in styles. Current computer vision and deep-learning solutions often fail on animated content because they were trained on natural images. In this paper we present a method to refine a semantic representation suitable for specific animated content. We first train a neural network on a large-scale set of animation videos and use the mapping to deep features as an embedding space. Next, we use self-supervision to refine the representation for any specific animation style by gathering many examples of animated characters in this style, using a multi-object tracking. These examples are used to define triplets for contrastive loss training. The refined semantic space allows better clustering of animated characters even when they have diverse manifestations. Using this space we can build dictionaries of characters in an animation videos, and define specialized classifiers for specific stylistic content (e.g., characters in a specific animation series) with very little user effort. These classifiers are the basis for automatically labeling characters in animation videos. We present results on a collection of characters in a variety of animation styles.Item Classifier Guided Temporal Supersampling for Real-time Rendering(The Eurographics Association and John Wiley & Sons Ltd., 2022) Guo, Yu-Xiao; Chen, Guojun; Dong, Yue; Tong, Xin; Umetani, Nobuyuki; Wojtan, Chris; Vouga, EtienneWe present a learning based temporal supersampling algorithm for real-time rendering. Different from existing learning-based approaches that adopt an end-to-end training of a 'black-box' neural network, we design a 'white-box' solution that first classifies the pixels into different categories and then generates the supersampling result based on classification. Our key observation is that the core problem in temporal supersampling for rendering is to distinguish the pixels that consist of occlusion, aliasing, or shading changes. Samples from these pixels exhibit similar temporal radiance change but require different composition strategies to produce the correct supersampling result. Based on this observation, our method first classifies the pixels into several classes. Based on the classification results, our method then blends the current frame with the warped last frame via a learned weight map to get the supersampling results. We design compact neural networks for each step and develop dedicated loss functions for pixels belonging to different classes. Compared to existing learning based methods, our classifier-based supersampling scheme takes less computational and memory cost for real-time supersampling and generates visually compelling temporal supersampling results with fewer flickering artifacts. We evaluate the performance and generality of our method on several rendered game sequences and our method can upsample the rendered frames from 1080P to 2160P in just 13.39ms on a single Nvidia 3090GPU.Item Closed Space-filling Curves with Controlled Orientation for 3D Printing(The Eurographics Association and John Wiley & Sons Ltd., 2022) Bedel, Adrien; Coudert-Osmont, Yoann; Martínez, Jonàs; Nishat, Rahnuma Islam; Whitesides, Sue; Lefebvre, Sylvain; Chaine, Raphaëlle; Kim, Min H.We explore the optimization of closed space-filling curves under orientation objectives. By solidifying material along the closed curve, solid layers of 3D prints can be manufactured in a single continuous extrusion motion. The control over orientation enables the deposition to align with specific directions in different areas, or to produce a locally uniform distribution of orientations, patterning the solidified volume in a precisely controlled manner. Our optimization framework proceeds in two steps. First, we cast a combinatorial problem, optimizing Hamiltonian cycles within a specially constructed graph. We rely on a stochastic optimization process based on local operators that modify a cycle while preserving its Hamiltonian property. Second, we use the result to initialize a geometric optimizer that improves the smoothness and uniform coverage of the cycle while further optimizing for alignment and orientation objectives.Item Cognitive Model of Agent Exploration with Vision and Signage Understanding(The Eurographics Association and John Wiley & Sons Ltd., 2022) Johnson, Colin; Haworth, Brandon; Dominik L. Michels; Soeren PirkSignage systems play an essential role in ensuring safe, stress-free, and efficient navigation for the occupants of indoor spaces. Crowd simulations with sufficiently realistic virtual humans provide a convenient and cost-effective approach to evaluating and optimizing signage systems. In this work, we develop an agent model which makes use of image processing on parametric saliency maps to visually identify signage and distractions in the agent's field of view. Information from identified signs is incorporated into a grid-based representation of wayfinding familiarity, which is used to guide informed exploration of the agent's environment using a modified A* algorithm. In areas with low wayfinding familiarity, the agent follows a random exploration behaviour based on sampling a grid of previously observed locations for heuristic values based on space syntax isovist measures. The resulting agent design is evaluated in a variety of test environments and found to be able to reliably navigate towards a goal location using a combination of signage and random exploration.Item Color-mapped Noise Vector Fields for Generating Procedural Micro-patterns(The Eurographics Association and John Wiley & Sons Ltd., 2022) Grenier, Charline; Sauvage, Basile; Dischler, Jean-Michel; Thery, Sylvain; Umetani, Nobuyuki; Wojtan, Chris; Vouga, EtienneStochastic micro-patterns successfully enhance the realism of virtual scenes. Procedural models using noise combined with transfer functions are extremely efficient. However, most patterns produced today employ 1D transfer functions, which assign color, transparency, or other material attributes, based solely on the single scalar quantity of noise. Multi-dimensional transfer functions have received widespread attention in other fields, such as scientific volume rendering. But their potential has not yet been well explored for modeling micro-patterns in the field of procedural texturing. We propose a new procedural model for stochastic patterns, defined as the composition of a bi-dimensional transfer function (a.k.a. color-map) with a stochastic vector field. Our model is versatile, as it encompasses several existing procedural noises, including Gaussian noise and phasor noise. It also generates a much larger gamut of patterns, including locally structured patterns which are notoriously difficult to reproduce. We leverage the Gaussian assumption and a tiling and blending algorithm to provide real-time generation and filtering. A key contribution is a real-time approximation of the second order statistics over an arbitrary pixel footprint, which enables, in addition, the filtering of procedural normal maps. We exhibit a wide variety of results, including Gaussian patterns, profiled waves, concentric and non-concentric patterns.Item Combining Motion Matching and Orientation Prediction to Animate Avatars for Consumer-Grade VR Devices(The Eurographics Association and John Wiley & Sons Ltd., 2022) Ponton, Jose Luis; Yun, Haoran; Andujar, Carlos; Pelechano, Nuria; Dominik L. Michels; Soeren PirkThe animation of user avatars plays a crucial role in conveying their pose, gestures, and relative distances to virtual objects or other users. Self-avatar animation in immersive VR helps improve the user experience and provides a Sense of Embodiment. However, consumer-grade VR devices typically include at most three trackers, one at the Head Mounted Display (HMD), and two at the handheld VR controllers. Since the problem of reconstructing the user pose from such sparse data is ill-defined, especially for the lower body, the approach adopted by most VR games consists of assuming the body orientation matches that of the HMD, and applying animation blending and time-warping from a reduced set of animations. Unfortunately, this approach produces noticeable mismatches between user and avatar movements. In this work we present a new approach to animate user avatars that is suitable for current mainstream VR devices. First, we use a neural network to estimate the user's body orientation based on the tracking information from the HMD and the hand controllers. Then we use this orientation together with the velocity and rotation of the HMD to build a feature vector that feeds a Motion Matching algorithm. We built a MoCap database with animations of VR users wearing a HMD and used it to test our approach on both self-avatars and other users' avatars. Our results show that our system can provide a large variety of lower body animations while correctly matching the user orientation, which in turn allows us to represent not only forward movements but also stepping in any direction.Item Compact Facial Landmark Layouts for Performance Capture(The Eurographics Association and John Wiley & Sons Ltd., 2022) Zell, Eduard; McDonnell, Rachel; Chaine, Raphaëlle; Kim, Min H.An abundance of older, as well as recent work exists at the intersection of computer vision and computer graphics on accurate estimation of dynamic facial landmarks with applications in facial animation, emotion recognition, and beyond. However, only a few publications exist that optimize the actual layout of facial landmarks to ensure an optimal trade-off between compact layouts and detailed capturing. At the same time, we observe that applications like social games prefer simplicity and performance over detail to reduce the computational budget especially on mobile devices. Other common attributes of such applications are predefined low-dimensional models to animate and a large, diverse user-base. In contrast to existing methods that focus on creating person-specific facial landmarks, we suggest to derive application-specific facial landmarks. We formulate our optimization method on the widely adopted blendshape model. First, a score is defined suitable to compute a characteristic landmark for each blendshape. In a following step, we optimize a global function, which mimics merging of similar landmarks to one. The optimization is solved in less than a second using integer linear programming and guarantees a globally optimal solution to an NP-hard problem. Our application-specific approach is faster and fundamentally different to previous, actor-specific methods. Resulting layouts are more similar to empirical layouts. Compared to empirical landmarks, our layouts require only a fraction of landmarks to achieve the same numerical error when reconstructing the animation from landmarks. The method is compared against previous work and tested on various blendshape models, representing a wide spectrum of applications.Item Comparison of Modern Omnidirectional Precise Shadowing Techniques Versus Ray Tracing(© 2022 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2022) Kobrtek, Jozef; Milet, Tomas; Tóth, Michal; Herout, Adam; Hauser, Helwig and Alliez, PierreThis paper presents an in depth comparison of state‐of‐the‐art precise shadowing techniques for an omnidirectional point light. We chose several types of modern shadowing algorithms, starting from stencil shadow volumes, methods using traversal of acceleration structures to hardware‐accelerated ray‐traced shadows. Some methods were further improved – robustness, increased performance; we also provide the first multi‐platform implementations of some of the tested algorithms. All the methods are evaluated on several test scenes in different resolutions and on two hardware platforms – with and without dedicated hardware units for ray tracing. We conclude our findings based on speed and memory consumption. Ray‐tracing is the fastest and one of the easiest methods to implement with small memory footprint. The Omnidirectional Frustum‐Traced Shadows method has a predictable memory footprint and is the second fastest algorithm tested. Our stencil shadow volumes are faster than some newer algorithms. Per‐Triangle Shadow Volumes and Clustered Per‐Triangle Shadow Volumes are difficult to implement and require the most memory; the latter method scales well with the scene complexity and resolution. Deep Partitioned Shadow Volumes does not excel in any of the measured parameters and is suitable for smaller scenes. The source codes of the testing framework have been made publicly available.