EG2019
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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 3DVFX: 3D Video Editing using Non-Rigid Structure-from-Motion(The Eurographics Association, 2019) parashar, shaifali; Bartoli, Adrien; Cignoni, Paolo and Miguel, EderNumerous video post-processing techniques can add or remove objects to the observed scene in the video. Most of these techniques rely on 2D image points to perform the desired changes. Structure-from-Motion (SfM) has allowed the use of 3D points, however only for the objects that remain rigid in the scene. We propose to use both 2D image points and 3D points to modify the scene's deformable objects using Non-Rigid Structure-from-Motion (NRSfM). We rely on a recent effective NRSfM solution to develop a complete pipeline including manual 3D editing of an image and automatic 3D transfer of the edits. We perform object manipulation tasks such as retexturing a real deforming object.Item Adaptive Frameless Rendering with NVIDIA OptiX(The Eurographics Association, 2019) Hsiao, Chung-Che; Watson, Benjamin; Fusiello, Andrea and Bimber, OliverWe implement adaptive frameless rendering (AFR) on NVIDIA OptiX, a real-time ray tracing API taking advantage of NVIDIA GPUs including their latest RTX functionality. OptiX is a parallel system that sits on top of NVIDIA's better-known CUDA API. AFR has sampling and reconstruction processes that use information distributed across both space and time, aiming to generate low-latency updates. Previous AFR implementations were sequential prototypes. Our parallel prototype is allowing us to confront several unique challenges, including closed loop control of both sampling and reconstruction, and load balancing between CPU and GPU.Item Analysis of Sample Correlations for Monte Carlo Rendering(The Eurographics Association and John Wiley & Sons Ltd., 2019) Singh, Gurprit; Öztireli, Cengiz; Ahmed, Abdalla G. M.; Coeurjolly, David; Subr, Kartic; Deussen, Oliver; Ostromoukhov, Victor; Ramamoorthi, Ravi; Jarosz, Wojciech; Giachetti, Andrea and Rushmeyer, HollyModern physically based rendering techniques critically depend on approximating integrals of high dimensional functions representing radiant light energy. Monte Carlo based integrators are the choice for complex scenes and effects. These integrators work by sampling the integrand at sample point locations. The distribution of these sample points determines convergence rates and noise in the final renderings. The characteristics of such distributions can be uniquely represented in terms of correlations of sampling point locations. Hence, it is essential to study these correlations to understand and adapt sample distributions for low error in integral approximation. In this work, we aim at providing a comprehensive and accessible overview of the techniques developed over the last decades to analyze such correlations, relate them to error in integrators, and understand when and how to use existing sampling algorithms for effective rendering workflows.Item Anisotropic Filtering for On-the-fly Patch-based Texturing(The Eurographics Association, 2019) Lutz, Nicolas; Sauvage, Basile; Larue, Frédéric; Dischler, Jean-Michel; Cignoni, Paolo and Miguel, EderOn-the-fly patch-based texturing consists of choosing at run-time, for several patches within a tileable texture, one random candidate among a pre-computed set of possible contents. This category of methods generates unbounded textures, for which filtering is not straightforward, because the screen pixel footprint may overlap multiple patches in texture space, i.e. different randomly chosen contents. In this paper, we propose a real-time anisotropic filtering which is fully compliant with the standard graphics pipeline. The main idea is to pre-filter the contents independently, store them in an atlas, and combine them at run-time to produce the final pixel color. The patch-map, referencing to which patch belong the fetched texels, requires a specific filtering approach, in order to recover the patches that overlap at low resolutions. In addition, we show how this method can achieve blending at patch boundaries in order to further reduce visible seams, without modification of our filtering algorithm.Item Area Lights in Signed Distance Function Scenes(The Eurographics Association, 2019) Bán, Róbert; Bálint, Csaba; Valasek, Gábor; Cignoni, Paolo and Miguel, EderThis paper presents two algorithms to incorporate spherical and general area lights into scenes defined by signed distance functions. The first algorithm employs an efficient approximation to the contribution of spherical lights to direct illumination and renders them at real-time rates. The second algorithm is of superior quality at a higher computational cost which is better suited for interactive rates. Our results are compared to both real-time soft shadow algorithms and a ground truth obtained by Monte Carlo integration. We show in these comparisons that our real-time solution computes more accurate shadows while the more demanding variant outperforms Monte Carlo integration at the expense of accuracy.Item Assembly Retrieval Results Inspection in Immersive Environment(The Eurographics Association, 2019) Lupinetti, Katia; Bonino, Brigida; Giannini, Franca; monti, marina; Fusiello, Andrea and Bimber, OliverThis poster presents a research aimed at supporting the browsing through the results of an assembly retrieval system by exploiting Virtual Reality technologies. To support the users' understanding during the assessing of the similarities of 3D assembly models, the proposed system exploits the three-dimensionality of the space to locate the retrieved models distributing them according to their dissimilarity to the model used as query. It also allows the users to interact with assemblies through voice and gesture commands, which resemble gestures well-established in touch user interfaces. Through them, users can see correspondences between assemblies, disassemble and re-assemble 3D digital models, such that it is possible a better inspection of the assembly components that is the first step for the development of systems allowing for their modifications and combinations.Item Assessing Graphic Designers' Learning Style Profile to Improve Creative Coding Courses(The Eurographics Association, 2019) Hansen, Stig Møller; Tarini, Marco and Galin, EricThis study aimed at assessing graphic design students' preferences for learning to help design school educators teaching Creative Coding programming courses adapt their teaching style to account for the way their students learn. The Felder- Soloman Index of Learning Styles (ILS©) was administered to 77 bachelor-level graphic design students. Compared to students in technical fields, the graphic design students differed by being considerably more intuitive, with an increased preference for active and visual learning. Based on these findings, specific recommendations and issues for educators to consider are presented.Item Asteroid Escape: A Serious Game to Foster Teamwork Abilities(The Eurographics Association, 2019) Pratticò, Filippo Gabriele; Strada, Francesco; Lamberti, Fabrizio; Bottino, Andrea; Cignoni, Paolo and Miguel, EderTeamwork skills have become a fundamental asset in the labor market. Modern organizations are increasingly implementing team building activities, aimed to improve or assess their employees' skills. Research suggests that serious games could be promising tools capable to support the creation of engaging and effective team building experiences. However, the design and development of serious games targeting these activities is still sparse and requires further investigation. This work introduces Asteroid Escape, an immersive serious game for team building, whose design was based on theoretical models on teamwork effectiveness. Although conducted on a restricted user sample, preliminary experiments suggest that tools like the devised one could positively contribute to ongoing research and implementation efforts targeting the exploitation of technology-enhanced learning methods for the development of teamwork skills and, more in general, of so-called soft skills.Item Automatic Environment Map Registration(The Eurographics Association, 2019) Larvy, Ulysse; Loscos, Céline; Chrysanthou, Yiorgos; Cignoni, Paolo and Miguel, EderIn this paper, a method to automatically register an environment map (EM) around a local scene is presented. In the literature, this step is most of the time manually processed by a user. However, it is an essential step when lighting and/or background coherence is needed. We present a method to find the coherent spatial organization between a main light source present in the EM and a couple object/shadow in a local scene. We automatically recover the EM orientation which corresponds to the local scene illumination. We proceed to a 3D representation of the scene using the EM mapped on a hemisphere as a background scene, a simplified geometry description of the reference object and its shadow outline. As a first step, we compute a projection of the main object shadow to compare it against the real acquired shadow. In a second step, we minimize a metric based on Euclidean Distance Transform (EDT), to compare both shadows and to recover the EM orientation. We demonstrate that we can automatically find rotation and scaling parameters that position in a coherent manner the background around a local scene.Item A Breadth-First Introduction to VFX: A Holistic Approach for Teaching the Visual Effects Production Pipeline(The Eurographics Association, 2019) Redford, Adam; Fodritto, Melania; Anderson, Eike Falk; Tarini, Marco and Galin, EricThis paper outlines a tried and tested breadth-first approach for teaching essential key areas of the visual effects post production pipeline to novices. Successfully used in a first semester course our holistic process guides the creation of a single self-contained visual effects shot (video sequence) of photorealistic quality. We provide an overview of course curriculum, organization and exercises (lessons covering the essential areas of visual effects production for creating each of the individual elements of the final shot, as well as the final shot construction and composition itself), outline the assessment and discuss the evolution of the course, which we consider a model of ''best practice'' for teaching the 3D artists' introductory computer graphics sequence.Item Can we Invert a Local Reflectance Model From a Single Specular Highlight with Known Scene Geometry and Camera Pose?(The Eurographics Association, 2019) Hadj-Said, Souheil; Tamaazousti, Mohamed; Bartoli, Adrien; Fusiello, Andrea and Bimber, OliverRecovering the scene's illumination from images is a crucial step in Augmented and Diminished Reality. We present an experimental investigation to assess the well-posedness of this problem (i) using a known scene geometry and camera pose and (ii) assuming that a local reflectance model such as Blinn-Phong's holds. Based on results on synthetic and real data, we establish two major observations. First, the problem of retrieving the full local reflectance model's parameters and light source position from the original image is ill-posed. Second, the specular parameters including the light source position can be stably estimated from the image's specular component using a single specular highlight region.Item Computer-assisted Relief Modelling: A Comprehensive Survey(The Eurographics Association and John Wiley & Sons Ltd., 2019) Zhang, Yu-Wei; Wu, Jing; Ji, Zhongping; Wei, Mingqiang; Zhang, Caiming; Giachetti, Andrea and Rushmeyer, HollyAs an art form between drawing and sculpture, relief has been widely used in a variety of media for signs, narratives, decorations and other purposes. Traditional relief creation relies on both professional skills and artistic expertise, which is extremely timeconsuming. Recently, automatic or semi-automatic relief modelling from a 3D object or a 2D image has been a subject of interest in computer graphics. Various methods have been proposed to generate reliefs with few user interactions or minor human efforts, while preserving or enhancing the appearance of the input. This survey provides a comprehensive review of the advances in computer-assisted relief modelling during the past decade. First, we provide an overview of relief types and their art characteristics. Then, we introduce the key techniques of object-space methods and image-space methods respectively. Advantages and limitations of each category are discussed in details. We conclude the report by discussing directions for possible future research.Item Cytosplore: Interactive Visual Single-Cell Profiling of the Immune System(The Eurographics Association, 2019) Höllt, Thomas; Pezzotti, Nicola; van Unen, Vincent; Li, Na; Koning, Frits; Eisemann, Elmar; Lelieveldt, Boudewijn P. F.; Vilanova, Anna; Bruckner, Stefan and Oeltze-Jafra, SteffenRecent advances in single-cell acquisition technology have led to a shift towards single-cell analysis in many fields of biology. In immunology, detailed knowledge of the cellular composition is of interest, as it can be the cause of deregulated immune responses, which cause diseases. Similarly, vaccination is based on triggering proper immune responses; however, many vaccines are ineffective or only work properly in a subset of those who are vaccinated. Identifying differences in the cellular composition of the immune system in such cases can lead to more precise treatment. Cytosplore is an integrated, interactive visual analysis framework for the exploration of large single-cell datasets. We have developed Cytosplore in close collaboration with immunology researchers and several partners use the software in their daily workflow. Cytosplore enables efficient data analysis and has led to several discoveries alongside high-impact publications.Item D.A.V.E: A Prototype for Automatic Environment Decoration(The Eurographics Association, 2019) Glover, Callum James; Anderson, Eike Falk; Fusiello, Andrea and Bimber, OliverTo fully immerse players in video games, elements of the game world must form a rich, coherent and believable universe, which is time consuming and expensive to achieve manually. We propose an artists' tool for Autodesk Maya to aid environment decoration, allowing artists to focus on the more important elements of the worlds they create.Item Deep Learning for Computer Graphics and Geometry Processing(The Eurographics Association, 2019) Bronstein, Michael; Guibas, Leonidas; Kokkinos, Iasonas; Litany, Or; Mitra, Niloy; Monti, Federico; Rodolà , Emanuele; Jakob, Wenzel and Puppo, EnricoIn computer graphics and geometry processing, many traditional problems are now becoming increasingly handled by data-driven methods. In an increasing variety of problem settings, deep networks are state-of-the-art, beating dedicated hand-crafted methods by significant margins. This tutorial gives an organized overview of core theory, practice, and graphics-related applications of deep learning.Item Do contests improve students skills in Computer Graphics? The case of API8(The Eurographics Association, 2019) Palus, Jean-Pascal; Belhadj, Farès; Bourdin, Jean-Jacques; Tarini, Marco and Galin, EricThis paper presents a contest designed to improve the skills of students in Computer Graphics. The contest is adapted to the current skills of the students and uses a public graphic library. Students then have to produce a demo, generally a program which presents an animation. The main result presented in this paper is that with an appropriate set of tools, students program interesting demos to participate in the contest and their skills in Computer Graphics seem to improve significantly.Item EduClust - A Visualization Application for Teaching Clustering Algorithms(The Eurographics Association, 2019) Fuchs, Johannes; Isenberg, Petra; Bezerianos, Anastasia; Miller, Matthias; Keim, Daniel; Tarini, Marco and Galin, EricWe present EduClust, a visualization application for teaching clustering algorithms. EduClust is an online application that combines visualizations, interactions, and animations to facilitate the understanding and teaching of clustering steps, parameters, and procedures. Traditional classroom settings aim for cognitive processes like remembering and understanding. We designed EduClust for expanded educational objectives like applying and evaluating. Educators can use the tool in class to show the effect of different clustering parameters on various datasets while animating through each algorithm's steps, but also use the tool to prepare traditional teaching material quickly by exporting animations and images. Students, on the other hand, benefit from the ability to compare and contrast the influence of clustering parameters on different datasets, while seeing technical details such as pseudocode and step-by-step explanations.Item The Effects of Adaptive Synchronization on Performance and Experience in Gameplay(The Eurographics Association, 2019) Watson, Benjamin; Gavane, Ajinkya; Shrivastava, Rachit; Fusiello, Andrea and Bimber, OliverAs graphics (GPU) hardware has improved, fixed refresh rate displays became a significant throttle on graphics performance. GPU and display manufacturers therefore introduced adaptive synchronization (Async), which allows displays to adaptively synchronize to GPUs, avoiding rendering stalls and improving frame rate mean and variation. This research is a first experimental examination of the effects of Async on the experience of dedicated (but not professional) gamers. Participants played a first-person shooter (FPS) game, both with Async on and with Async off. After each game session, we assessed participant emotional state and gaming performance. We learned that at least for this popular FPS, Async can improve gaming performance, and may also benefit experience. We also found that Async has intriguing relationships to game familiarity and years of gameplay that merit additional investigation. Further research should examine these relationships, as well as Async's effects in systems with higher frame rates.Item Enhanced Reconstruction of Architectural Wall Surfaces for 3D Building Models(The Eurographics Association, 2019) Michailidis, Georgios-Tsampikos; Pajarola, Renato; Fusiello, Andrea and Bimber, OliverThe reconstruction of architectural structures from 3D building models is a challenging task and a lot of research has been done in recent years. However, most of this work is focused mainly on reconstructing accurately the architectural shape of interiors rather than the fine architectural details, such as the wall elements (e.g. windows and doors). We focus specifically on this problem and propose a method that extends current solutions to reconstruct accurately severely occluded wall surfaces.