25-Issue 3
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Item Accurate Specular Reflections in Real-Time(The Eurographics Association and Blackwell Publishing, Inc, 2006) Roger, David; Holzschuch, NicolasSpecular reflections provide many important visual cues in our daily environment. They inform us of the shape of objects, of the material they are made of, of their relative positions, etc. Specular reflections on curved objects are usually approximated using environment maps. In this paper, we present a new algorithm for real-time computation of specular reflections on curved objects, based on an exact computation for the reflection of each scene vertex. Our method exhibits all the required parallax effects and can handle arbitrary proximity between the reflector and the reflected objects.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and RealismItem Analysis of Reproducing Real-World Appearance on Displays of Varying Dynamic Range(The Eurographics Association and Blackwell Publishing, Inc, 2006) Yoshida, Akiko; Mantiuk, Rafal; Myszkowski, Karol; Seidel, Hans-PeterWe conduct a series of experiments to investigate the desired properties of a tone mapping operator (TMO) and to design such an operator based on subjective data. We propose a novel approach to the tone mapping problem, in which the tone mapping parameters are determined based on the data from subjective experiments, rather than an image processing algorithm or a visual model. To collect this data, a series of experiments are conducted in which the subjects adjust three generic TMO parameters: brightness, contrast and color saturation. In two experiments, the subjects are to find a) the most preferred image without a reference image (preference task) and b) the closest image to the real-world scene which the subjects are confronted with (fidelity task). We analyze subjects choice of parameters to provide more intuitive control over the parameters of a tone mapping operator. Unlike most of the researched TMOs that focus on rendering for standard low dynamic range monitors, we consider a broad range of potential displays, each offering different dynamic range and brightness. We simulate capabilities of such displays on a high dynamic range (HDR) display. This allows us to address the question of how tone mapping needs to be adjusted to accommodate displays with drastically different dynamic ranges.Categories and Subject Descriptors (according to ACM CCS): I.3.8 [Computer Graphics]: High dynamic range images, Visual perception, Tone mappingItem Bayesian Point Cloud Reconstruction(The Eurographics Association and Blackwell Publishing, Inc, 2006) Jenke, P.; Wand, M.; Bokeloh, M.; Schilling, A.; Strasser, W.In this paper, we propose a novel surface reconstruction technique based on Bayesian statistics: The measurement process as well as prior assumptions on the measured objects are modeled as probability distributions and Bayes rule is used to infer a reconstruction of maximum probability. The key idea of this paper is to define both measurements and reconstructions as point clouds and describe all statistical assumptions in terms of this finite dimensional representation. This yields a discretization of the problem that can be solved using numerical optimization techniques. The resulting algorithm reconstructs both topology and geometry in form of a well-sampled point cloud with noise removed. In a final step, this representation is then converted into a triangle mesh. The proposed approach is conceptually simple and easy to extend. We apply the approach to reconstruct piecewise-smooth surfaces with sharp features and examine the performance of the algorithm on different synthetic and real-world data sets.Categories and Subject Descriptors (according to ACM CCS): I.5.1 [Models]: Statistical; I.3.5 [Computer Graphics]: Curve, surface, solid and object representationsItem Beyond Tone Mapping: Enhanced Depiction of Tone Mapped HDR Images(The Eurographics Association and Blackwell Publishing, Inc, 2006) Smith, Kaleigh; Krawczyk, Grzegorz; Myszkowski, Karol; Seidel, Hans-PeterHigh Dynamic Range (HDR) images capture the full range of luminance present in real world scenes, and unlike Low Dynamic Range (LDR) images, can simultaneously contain detailed information in the deepest of shadows and the brightest of light sources. For display or aesthetic purposes, it is often necessary to perform tone mapping, which creates LDR depictions of HDR images at the cost of contrast information loss. The purpose of this work is two-fold: to analyze a displayed LDR image against its original HDR counterpart in terms of perceived contrast distortion, and to enhance the LDR depiction with perceptually driven colour adjustments to restore the original HDR contrast information. For analysis, we present a novel algorithm for the characterization of tone mapping distortion in terms of observed loss of global contrast, and loss of contour and texture details. We classify existing tone mapping operators accordingly. We measure both distortions with perceptual metrics that enable the automatic and meaningful enhancement of LDR depictions. For image enhancement, we identify artistic and photographic colour techniques from which we derive adjustments that create contrast with colour. The enhanced LDR image is an improved depiction of the original HDR image with restored contrast information.Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Picture/Image Generation I.4.0 [Image Processing and Computer Vision]: GeneralImage processing softwareItem C-BDAM - Compressed Batched Dynamic Adaptive Meshes for Terrain Rendering(The Eurographics Association and Blackwell Publishing, Inc, 2006) Gobbetti, E.; Marton, F.; Cignoni, P.; Di Benedetto, M.; Ganovelli, F.We describe a compressed multiresolution representation for supporting interactive rendering of very large planar and spherical terrain surfaces. The technique, called Compressed Batched Dynamic Adaptive Meshes (C-BDAM), is an extension of the BDAM and P-BDAM chunked level-of-detail hierarchy. In the C-BDAM approach, all patches share the same regular triangulation connectivity and incrementally encode their vertex attributes using a quantized representation of the difference with respect to values predicted from the coarser level. The structure provides a number of benefits: simplicity of data structures, overall geometric continuity for planar and spherical domains, support for variable resolution input data, management of multiple vertex attributes, efficient compression and fast construction times, ability to support maximum-error metrics, real-time decompression and shaded rendering with configurable variable level-of-detail extraction, and runtime detail synthesis. The efficiency of the approach and the achieved compression rates are demonstrated on a number of test cases, including the interactive visualization of a 29 gigasample reconstruction of the whole planet Earth created from high resolution SRTM data.Categories and Subject Descriptors (according toACMCCS): I.3.3 [Computer Graphics]: Picture and Image Generation; I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism.Item Cache-Efficient Layouts of Bounding Volume Hierarchies(The Eurographics Association and Blackwell Publishing, Inc, 2006) Yoon, Sung-Eui; Manocha, DineshItem Competing Fronts for Coarse-to-Fine Surface Reconstruction(The Eurographics Association and Blackwell Publishing, Inc, 2006) Sharf, Andrei; Lewiner, Thomas; Shamir, Ariel; Kobbelt, Leif; Cohen-Or, DanielWe present a deformable model to reconstruct a surface from a point cloud. The model is based on an explicit mesh representation composed of multiple competing evolving fronts. These fronts adapt to the local feature size of the target shape in a coarse-to-fine manner. Hence, they approach towards the finer (local) features of the target shape only after the reconstruction of the coarse (global) features has been completed. This conservative approach leads to a better control and interpretation of the reconstructed topology. The use of an explicit representation for the deformable model guarantees water-tightness and simple tracking of topological events. Furthermore, the coarse-to-fine nature of reconstruction enables adaptive handling of non-homogenous sample density, including robustness to missing data in defected areas.Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Digitizing and scanning.Keywords: surface reconstruction, deformable modelsItem Computing discrete shape operators on general meshes(The Eurographics Association and Blackwell Publishing, Inc, 2006) Grinspun, Eitan; Gingold, Yotam; Reisman, Jason; Zorin, DenisDiscrete curvature and shape operators, which capture complete information about directional curvatures at a point, are essential in a variety of applications: simulation of deformable two-dimensional objects, variational modeling and geometric data processing. In many of these applications, objects are represented by meshes. Currently, a spectrum of approaches for formulating curvature operators for meshes exists, ranging from highly accurate but computationally expensive methods used in engineering applications to efficient but less accurate techniques popular in simulation for computer graphics.We propose a simple and efficient formulation for the shape operator for variational problems on general meshes, using degrees of freedom associated with normals. On the one hand, it is similar in its simplicity to some of the discrete curvature operators commonly used in graphics; on the other hand, it passes a number of important convergence tests and produces consistent results for different types of meshes and mesh refinement.Item Creating Face Models from Vague Mental Images(The Eurographics Association and Blackwell Publishing, Inc, 2006) Blanz, V.; Albrecht, I.; Haber, J.; Seidel, H.-P.We present a novel approach to create plausible 3D face models from vague recollections or incomplete descriptions. This task plays an important role in police work, where composite facial images of suspects need to be created from vague descriptions given by the eyewitnesses of an incident.Our approach is based on a morphable model of 3D faces and takes into account correlations among facial features based on human anatomy and ethnicity. Using these correlations, unspecified parts of the target face are automatically completed to yield a coherent face model. The system uses a novel paradigm for navigating face space and provides high-level control of facial attributes as well as the possibility to import facial features from a database. In addition, the user can specify a set of attribute constraints that are used to restrict the target face to a residual subspace. These constraints can also be enforced on the example faces in the database, bringing their appearance closer to the mental image of the user, and thus avoiding confusing exposure to entirely different faces. We also propose a novel approach for adapting the system to local populations based on additional image databases that are converted into our 3D representation by automated shape reconstruction.We demonstrate the applicability of our system in a simulated forensic scenario and compare our results with those obtained by a professional forensic artist using state-of-the-art software for creating composite images in police work.Categories and Subject Descriptors (according to ACM CCS): I.3.6 [Computer Graphics]: Methodology and Techniques-Interaction techniques I.4.10 [Image Processing and Computer Vision]: Image Representation-Hierarchical, Multidimensional, Statistical J.m [Computer Applications]: Miscellaneous-Forensic SciencesItem Cross Dissolve Without Cross Fade: Preserving Contrast, Color and Salience in Image Compositing(The Eurographics Association and Blackwell Publishing, Inc, 2006) Grundland, Mark; Vohra, Rahul; Williams, Gareth P.; Dodgson, Neil A.Linear interpolation is the standard image blending method used in image compositing. By averaging in the dynamic range, it reduces contrast and visibly degrades the quality of composite imagery. We demonstrate how to correct linear interpolation to resolve this longstanding problem. To provide visually meaningful, high level control over the compositing process, we introduce three novel image blending operators that are designed to preserve key visual characteristics of their inputs. Our contrast preserving method applies a linear color mapping to recover the contrast lost due to linear interpolation. Our salience preserving method retains the most informative regions of the input images by balancing their relative opacity with their relative saliency. Our color preserving method extends homomorphic image processing by establishing an isomorphism between the image colors and the real numbers, allowing any mathematical operation defined on real numbers to be applied to colors without losing its algebraic properties or mapping colors out of gamut. These approaches to image blending have artistic uses in image editing and video production as well as technical applications such as image morphing and mipmapping.Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Picture/Image GenerationItem Dancing-to-Music Character Animation(The Eurographics Association and Blackwell Publishing, Inc, 2006) Shiratori, Takaaki; Nakazawa, Atsushi; Ikeuchi, KatsushiIn computer graphics, considerable research has been conducted on realistic human motion synthesis. However, most research does not consider human emotional aspects, which often strongly affect human motion. This paper presents a new approach for synthesizing dance performance matched to input music, based on the emotional aspects of dance performance. Our method consists of a motion analysis, a music analysis, and a motion synthesis based on the extracted features. In the analysis steps, motion and music feature vectors are acquired. Motion vectors are derived from motion rhythm and intensity, while music vectors are derived from musical rhythm, structure, and intensity. For synthesizing dance performance, we first find candidate motion segments whose rhythm features are matched to those of each music segment, and then we find the motion segment set whose intensity is similar to that of music segments. Additionally, our system supports having animators control the synthesis process by assigning desired motion segments to the specified music segments. The experimental results indicate that our method actually creates dance performance as if a character was listening and expressively dancing to the music.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism Animation; J.5 [Arts and Humanities]: Performing Arts MusicItem Data Preparation for Real-time High Quality Rendering of Complex Models(The Eurographics Association and Blackwell Publishing, Inc, 2006) Klein, ReinhardThe capability of current 3D acquisition systems to digitize the geometry reflection behaviour of objects as well as the sophisticated application of CAD techniques lead to rapidly growing digital models which pose new challenges for interaction and visualization. Due to the sheer size of the geometry as well as the texture and reflection data which are often in the range of several gigabytes, efficient techniques for analyzing, compressing and rendering are needed. In this talk I will present some of the research we did in our graphics group over the past years motivated by industrial partners in order to automate the data preparation step and allow for real-time high quality rendering e.g. in the context of VR-applications. Strength and limitations of the different techniques will be discussed and future challenges will be identified. The presentation will go along with live demonstrations.Item Data-driven Local Coordinate Systems for Image-Based Rendering(The Eurographics Association and Blackwell Publishing, Inc, 2006) Mueller, Gero; Sarlette, Ralf; Klein, ReinhardImage-based representations of an object profit from known geometry. The more accurate this geometry is known, the better corresponding pixels in the different images can be aligned, which leads to less artifacts and better compression performance. For opaque objects the per-pixel data can then be interpreted as a sampling of the BRDF at the respective surface point. In order to parameterize this sampled data a coordinate frame has to be defined. In previous work this coordinate frame was either the global frame or a local frame derived from the base geometry. Both approaches lead to misalignments between sample vectors: Features of basically very similar BRDFs will be shifted to different regions in the sample vector leading to poor compression performance. In order to improve alignment between the sampled BRDFs in image-based rendering, we propose an optimization algorithm which determines consistent coordinate frames for every sample point on the object surface. This way we efficiently align the features even of anisotropic reflection functions and reconstruct approximate local coordinate frames without performing an explicit 3D-reconstruction. The optimization is calculated efficiently by exploiting the Fourier-shift theorem for spherical harmonics. In order to deal with different materials in a scene, the technique is combined with a clustering algorithm. We demonstrate the utility of our method by applying it to BTFs and 6D surface reflectance fields.Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Picture/Image Generation]: Digitizing and scanning I.3.7 [Three-Dimensional Graphics and Realism]: Color, shading, shadowing, and textureItem Direct (Re)Meshing for Efficient Surface Processing(The Eurographics Association and Blackwell Publishing, Inc, 2006) Schreiner, John; Scheidegger, Carlos E.; Fleishman, Shachar; Silva, Claudio T.We propose a novel surface remeshing algorithm. While many remeshing algorithms are based on global parametrization or local mesh optimization, our algorithm is closely related to surface reconstruction techniques and it requires no explicit parameterization. Our approach is based on the advancing-front paradigm, and it can be used to both incrementally remesh the complete surface, or simply to remesh a portion of it with a high-quality mesh. It is accurate, fast, robust, and suitable for use with interactive mesh processing applications that require local remeshing. We show a number of applications, including matching the resolution of meshes when doing Boolean operations such as unions and intersections. We also show how to adapt the algorithm to blend and merge mixed-mode objects - for example, to compute the union of a point-set surface and a triangle mesh.Item Easy Matting - A Stroke Based Approach for Continuous Image Matting(The Eurographics Association and Blackwell Publishing, Inc, 2006) Guan, Yu; Chen, Wei; Liang, Xiao; Ding, Ziang; Peng, QunshengWe propose an iterative energy minimization framework for interactive image matting. Our approach is easy in the sense that it is fast and requires only few user-specified strokes for marking the foreground and background. Beginning with the known region, we model the unknown region as a Markov Random Field (MRF) and formulate its energy in each iteration as the combination of one data term and one smoothness term. By automatically adjusting the weights of both terms during the iterations, the first-order continuous and feature-preserving result is rapidly obtained with several iterations. The energy optimization can be further performed in selected local regions for refined results. We demonstrate that our energy-driven scheme can be extended to video matting, with which the spatio-temporal smoothness is faithfully preserved. We show that the proposed approach outperforms previous methods in terms of both the quality and performance for quite challenging examples.Item Easy Mesh Cutting(The Eurographics Association and Blackwell Publishing, Inc, 2006) Ji, Zhongping; Liu, Ligang; Chen, Zhonggui; Wang, GuojinWe present Easy Mesh Cutting, an intuitive and easy-to-use mesh cutout tool. Users can cut meaningful components from meshes by simply drawing freehand sketches on the mesh. Our system provides instant visual feedback to obtain the cutting results based on an improved region growing algorithm using a feature sensitive metric. The cutting boundary can be automatically optimized or easily edited by users. Extensive experimentation shows that our approach produces good cutting results while requiring little skill or effort from the user and provides a good user experience. Based on the easy mesh cutting framework, we introduce two applications including sketch-based mesh editing and mesh merging for geometry processing.Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Geometric algorithms, languages, and systemsItem Efficient Large Scale Acquisition of Building Interiors(The Eurographics Association and Blackwell Publishing, Inc, 2006) Bahmutov, Gleb; Popescu, Voicu; Mudure, MihaiWe describe a system for the rapid acquisition of building interiors. In 40 hours, a two member team with a single acquisition device captured a model of the corridors and 20 individual rooms spanning 6 floors of a large building. Our custom acquisition device operates at interactive rates. The system provides immediate feedback to the operator. The operator guides the acquisition device in realtime and trivially avoids over sampling the planar parts of the scene such as floors, ceilings, walls, or doors. Most of the acquisition time budget is spent on the parts of the scene with complex geometry. A corridor section is modeled by acquiring a depth enhanced panorama (DEP) a teach one of its two ends and by fitting proxy geometry to the two DEPs. A room is acquired with a single DEP and proxy geometry is fitted to the planar parts. A room or a corridor section is acquired in less than 15 minutes. The acquisition device acquires high quality color intrinsically registered with the depth data. The resulting model is a texture mapped triangle mesh that supports photo realistic interactive rendering an dissuitable for applications such as virtual training and simulation.Categories and Subject Descriptors (ACM CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling.Item Enhancing the Interactive Visualization of Procedurally Encoded Multifield Data with Ellipsoidal Basis Functions(The Eurographics Association and Blackwell Publishing, Inc, 2006) Jang, Yun; Botchen, Ralf P.; Lauser, Andreas; Ebert, David S.; Gaither, Kelly P.; Ertl, ThomasFunctional approximation of scattered data is a popular technique for compactly representing various types of datasets in computer graphics, including surface, volume, and vector datasets. Typically, sums of Gaussians or similar radial basis functions are used in the functional approximation and PC graphics hardware is used to quickly evaluate and render these datasets. Previously, researchers presented techniques for spatially-limited spherical Gaussian radial basis function encoding and visualization of volumetric scalar, vector, and multifield datasets. While truncated radially symmetric basis functions are quick to evaluate and simple for encoding optimization, they are not the most appropriate choice for data that is not radially symmetric and are especially problematic for representing linear, planar, and many non-spherical structures. Therefore, we have developed a volumetric approximation and visualization system using ellipsoidal Gaussian functions which provides greater compression, and visually more accurate encodings of volumetric scattered datasets. In this paper, we extend previous work to use ellipsoidal Gaussians as basis functions, create a rendering system to adapt these basis functions to graphics hardware rendering, and evaluate the encoding effectiveness and performance for both spherical Gaussians and ellipsoidal Gaussians.Categories and Subject Descriptors (according to ACMCCS): I.3.3 [Computer Graphics]: Scientific Visualization, Ellipsoidal Basis Functions, Functional Approximation, Texture AdvectionItem GPU-based Collision Detection for Deformable Parameterized Surfaces(The Eurographics Association and Blackwell Publishing, Inc, 2006) Gress, Alexander; Guthe, Michael; Klein, ReinhardBased on the potential of current programmable GPUs, recently several approaches were developed that use the GPU to calculate deformations of surfaces like the folding of cloth or to convert higher level geometry to renderable primitives like NURBS or subdivision surfaces. These algorithms are realized as a per-frame operation and take advantage of the parallel processing power of the GPU. Unfortunately, an efficient accurate collision detection, that is necessary for the simulation itself or for the interaction with and editing of the objects, can currently not be integrated seamlessly into these GPU-based approaches without switching back to the CPU. In this paper we describe a novel GPU-based collision detection method for deformable parameterized surfaces that can easily be combined with the aforementioned approaches. Representing the individual parameterized surfaces by stenciled geometry images allows to generate GPU-optimized bounding volume hierarchies in real-time that serve as a basis for an optimized GPU-based hierarchical collision detection algorithm. As a test case we applied our algorithm to the collision detection of deformable trimmed NURBS models, which is an important problem in industry. For the trimming and tessellation of the NURBS on the GPU we used a recent approach [GBK05] and combined it with our collision detection algorithm. This way we are able to render and check collisions for deformable models consisting of several thousands of trimmed NURBS patches in real-time.Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling-Geometric algorithms, languages, and systems; Splines; I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism-Virtual realityItem Implicit Surface Modelling with a Globally Regularised Basis of Compact Support(The Eurographics Association and Blackwell Publishing, Inc, 2006) Walder, C.; Schoelkopf, B.; Chapelle, O.We consider the problem of constructing a globally smooth analytic function that represents a surface implicitly by way of its zero set, given sample points with surface normal vectors.The contributions of the paper include a novel means of regularising multi-scale compactly supported basis functions that leads to the desirable interpolation properties previously only associated with fully supported bases. We also provide a regularisation framework for simpler and more direct treatment of surface normals, along with a corresponding generalisation of the representer theorem lying at the core of kernel-based machine learning methods.We demonstrate the techniques on 3D problems of up to 14 million data points, as well as 4D time series data and four-dimensional interpolation between three-dimensional shapes.Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Curve, surface, solid, and object representations
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