Full Papers 2009 - CGF 28-Issue 2
Permanent URI for this collection
Browse
Browsing Full Papers 2009 - CGF 28-Issue 2 by Title
Now showing 1 - 20 of 57
Results Per Page
Sort Options
Item Adaptive Caustic Maps Using Deferred Shading(The Eurographics Association and Blackwell Publishing Ltd, 2009) Wyman, Chris; Nichols, GregItem An Analytical Solution to Single Scattering in Homogeneous Participating Media(The Eurographics Association and Blackwell Publishing Ltd, 2009) Pegoraro, Vincent; Parker, Steven G.Despite their numerous applications, efficiently rendering participating media remains a challenging task due to the intricacy of the radiative transport equation. As they provide a generic means of solving a wide variety of problems, numerical methods are most often used to solve the air-light integral even under simplifying assumptions. In this paper, we present a novel analytical approach to single scattering from isotropic point light sources in homogeneous media. We derive the first closed-form solution to the air-light integral in isotropic media and extend this formulation to anisotropic phase functions. The technique relies neither on pre-computation nor on storage, and we provide a practical implementation allowing for an explicit control on the accuracy of the solutions. Finally, we demonstrate its quantitative and qualitative benefits over both previous numerical and analytical approaches.Item Animating Pictures of Fluid using Video Examples(The Eurographics Association and Blackwell Publishing Ltd, 2009) Okabe, Makoto; Anjyo, Ken; Igarashi, Takeo; Seidel, Hans-PeterWe propose a system that allows the user to design a continuous flow animation starting from a still fluid image. The basic idea is to apply the fluid motion extracted from a video example to the target image. The system first decomposes the video example into three components, an average image, a flow field and residuals. The user then specifies equivalent information over the target image. The user manually paints the rough flow field, and the system automatically refines it using the estimated gradients of the target image. The user semi-automatically transfers the residuals onto the target image. The system then approximates the average image and synthesizes an animation on the target image by adding the transferred residuals and warping them according to the user-specified flow field. Finally, the system adjusts the appearance of the resulting animation by applying histogram matching. We designed animations of various pictures, such as rivers, waterfalls, fires, and smoke.Item Anisotropic Radiance-Cache Splatting for Efficiently Computing High-Quality Global Illumination with Lightcuts(The Eurographics Association and Blackwell Publishing Ltd, 2009) Herzog, Robert; Myszkowski, Karol; Seidel, Hans-PeterComputing global illumination in complex scenes is even with todays computational power a demanding task. In this work we propose a novel irradiance caching scheme that combines the advantages of two state-of-the-art algorithms for high-quality global illumination rendering: lightcuts, an adaptive and hierarchical instant-radiosity based algorithm and the widely used (ir)radiance caching algorithm for sparse sampling and interpolation of (ir)radiance in object space. Our adaptive radiance caching algorithm is based on anisotropic cache splatting, which adapts the cache footprints not only to the magnitude of the illumination gradient computed with light-cuts but also to its orientation allowing larger interpolation errors along the direction of coherent illumination while reducing the error along the illumination gradient. Since lightcuts computes the direct and indirect lighting seamlessly, we use a two-layer radiance cache, to store and control the interpolation of direct and indirect lighting individually with different error criteria. In multiple iterations our method detects cache interpolation errors above the visibility threshold of a pixel and reduces the anisotropic cache footprints accordingly. We achieve significantly better image quality while also speeding up the computation costs by one to two orders of magnitude with respect to the well-known photon mapping with (ir)radiance caching procedure.Item Arches: a Framework for Modeling Complex Terrains(The Eurographics Association and Blackwell Publishing Ltd, 2009) Peytavie, A.; Galin, E.; Grosjean, J.; Merillou, S.In this paper, we present a framework for representing complex terrains with such features as overhangs, arches and caves and including different materials such as sand and rocks. Our hybrid model combines a volumetric discrete data structure that stores the different materials and an implicit representation for sculpting and reconstructing the surface of the terrain. Complex scenes can be edited and sculpted interactively with high level tools. We also propose an original rock generation technique that enables us to automatically generate complex rocky sceneries with piles of rocks without any computationally demanding physically-based simulation.Item Bidirectional Importance Sampling for Unstructured Direct Illumination(The Eurographics Association and Blackwell Publishing Ltd, 2009) Wang, Rui; Akerlund, OskarRecent research in bidirectional importance sampling has focused primarily on structured illumination sources such as distant environment maps, while unstructured illumination has received little attention. In this paper, we present a method for bidirectional importance sampling of unstructured illumination, allowing us to use the same method for sampling both distant as well as local/indirect sources. Building upon recent work in [WFA*05], we model complex illumination as a large set of point lights. The subsequent sampling process draws samples only from this point set. We start by constructing a piecewise constant approximation for the lighting using an illumination cut [CPWAP08]. We show that this cut can be used directly for illumination importance sampling. We then use BRDF importance sampling followed by sample counting to update the cut, resulting in a bidirectional distribution that closely approximates the product of the illumination and BRDF. Drawing visibility samples from this new distribution significantly reduces the sampling variance. As a main advance over previous work, our method allows for unstructured sources, including arbitrary local direct lighting and one-bounce of indirect lighting.Item Character Motion Synthesis by Topology Coordinates(The Eurographics Association and Blackwell Publishing Ltd, 2009) Ho, Edmond S.L.; Komura, TakuIn this paper, we propose a new method to efficiently synthesize character motions that involve close contacts such as wearing a T-shirt, passing the arms through the strings of a knapsack, or piggy-back carrying an injured person. We introduce the concept of topology coordinates, in which the topological relationships of the segments are embedded into the attributes. As a result, the computation for collision avoidance can be greatly reduced for complex motions that require tangling the segments of the body. Our method can be combinedly used with other prevalent frame-based optimization techniques such as inverse kinematics.Item Color correction for tone mapping(The Eurographics Association and Blackwell Publishing Ltd, 2009) Mantiuk, R.; Mantiuk, R.; Tomaszewska, A.; Heidrich, W.Tone mapping algorithms offer sophisticated methods for mapping a real-world luminance range to the luminance range of the output medium but they often cause changes in color appearance. In this work we conduct a series of subjective appearance matching experiments to measure the change in image colorfulness after contrast compression and enhancement. The results indicate that the relation between contrast compression and the color saturation correction that matches color appearance is non-linear and smaller color correction is required for small change of contrast. We demonstrate that the relation cannot be fully explained by color appearance models. We propose color correction formulas that can be used with existing tone mapping algorithms. We extend existing global and local tone mapping operators and show that the proposed color correction formulas can preserve original image colors after tone scale manipulation.Item Completion and Reconstruction with Primitive Shapes(The Eurographics Association and Blackwell Publishing Ltd, 2009) Schnabel, Ruwen; Degener, Patrick; Klein, ReinhardWe consider the problem of reconstruction from incomplete point-clouds. To find a closed mesh the reconstruction is guided by a set of primitive shapes which has been detected on the input point-cloud (e.g. planes, cylinders etc.). With this guidance we not only continue the surrounding structure into the holes but also synthesize plausible edges and corners from the primitives intersections. To this end we give a surface energy functional that incorporates the primitive shapes in a guiding vector field. The discretized functional can be minimized with an efficient graph-cut algorithm. A novel greedy optimization strategy is proposed to minimize the functional under the constraint that surface parts corresponding to a given primitive must be connected. From the primitive shapes our method can also reconstruct an idealized model that is suitable for use in a CAD system.Item Complex Barycentric Coordinates with Applications to Planar Shape Deformation(The Eurographics Association and Blackwell Publishing Ltd, 2009) Weber, Ofir; Ben-Chen, Mirela; Gotsman, CraigItem Compressive Dual Photography(The Eurographics Association and Blackwell Publishing Ltd, 2009) Sen, Pradeep; Darabi, SoheilThe accurate measurement of the light transport characteristics of a complex scene is an important goal in computer graphics and has applications in relighting and dual photography. However, since the light transport data sets are typically very large, much of the previous research has focused on adaptive algorithms that capture them efficiently. In this work, we propose a novel, non-adaptive algorithm that takes advantage of the compressibility of the light transport signal in a transform domain to capture it with less acquisitions than with standard approaches. To do this, we leverage recent work in the area of compressed sensing, where a signal is reconstructed from a few samples assuming that it is sparse in a transform domain. We demonstrate our approach by performing dual photography and relighting by using a much smaller number of acquisitions than would normally be needed. Because our algorithm is not adaptive, it is also simpler to implement than many of the current approaches.Item Continuum-based Strain Limiting(The Eurographics Association and Blackwell Publishing Ltd, 2009) Thomaszewski, Bernhard; Pabst, Simon; Strasser, WolfgangWe present Continuum-based Strain Limiting (CSL) - a new method for limiting deformations in physically-based cloth simulations. Despite recent developments for nearly inextensible materials, the efficient simulation of general biphasic textiles and their anisotropic behavior remains challenging. Many approaches use soft materials and enforce limits on edge elongations, leading to discretization-dependent behavior. Moreover, they offer no explicit control over shearing and stretching unless specifically aligned meshes are used. Based on a continuum deformation measure, our method allows accurate control over all strain components using individual thresholds. We impose deformation limits element-wise and cast the problem as a 6x6 system of linear equations. CSL can be combined with any cloth simulator and, as a velocity filter, integrates seamlessly into standard collision handling.Item Deblurring by Matching(The Eurographics Association and Blackwell Publishing Ltd, 2009) Ancuti, Cosmin; Ancuti, Codruta Orniana; Bekaert, PhilippeRestoration of the photographs damaged by the camera shake is a challenging task that manifested increasing attention in the recent period. Despite of the important progress of the blind deconvolution techniques, due to the ill-posed nature of the problem, the finest details of the kernel blur cannot be recovered entirely. Moreover, the additional constraints and prior assumptions make these approaches to be relative limited.In this paper we introduce a novel technique that removes the undesired blur artifacts from photographs taken by hand-held digital cameras. Our approach is based on the observation that in general several consecutive photographs taken by the users share image regions that project the same scene content. Therefore, we took advantage of additional sharp photographs of the same scene. Based on several invariant local feature points, filtered from the given blurred/non-blurred images, our approach matches the keypoints and estimates the blur kernel using additional statistical constraints.We also present a simple deconvolution technique that preserves edges while minimizing the ringing artifacts in the restored latent image. The experimental results prove that our technique is able to infer accurately the blur kernel while reducing significantly the artifacts of the spoilt images.Item Detecting Symmetries and Curvilinear Arrangements in Vector Art(The Eurographics Association and Blackwell Publishing Ltd, 2009) Yeh, Yi-Ting; Mech, RadomirUnderstanding symmetries and arrangements in existing content is the first step towards providing higher level content aware editing capabilities. Such capabilities may include edits that both preserve existing structure as well as synthesize entirely new structures based on the extracted pattern rules. In this paper we show how to detect regular symmetries and arrangement along curved segments in vector art. We determine individual elements in the art by using the transformation similarity for sequences of sample points on the input curves. Then we detect arrangements of those elements along an arbitrary curved path. We can un-warp the arrangement path to detect symmetries near the path. We introduce novel applications inform of editing elements that are arranged along a curved path. This includes their sliding along the path, changing of their spacing, or their scale. We also allow the user to brush the elements that the system recognized along new paths.Item Dominant Texture and Diffusion Distance Manifolds(The Eurographics Association and Blackwell Publishing Ltd, 2009) Lu, Jianye; Dorsey, Julie; Rushmeier, HollyTexture synthesis techniques require nearly uniform texture samples, however identifying suitable texture samples in an image requires significant data preprocessing. To eliminate this work, we introduce a fully automatic pipeline to detect dominant texture samples based on a manifold generated using the diffusion distance. We define the characteristics of dominant texture and three different types of outliers that allow us to efficiently identify dominant texture in feature space. We demonstrate how this method enables the analysis/synthesis of a wide range of natural textures. We compare textures synthesized from a sample image, with and without dominant texture detection. We also compare our approach to that of using a texture segmentation technique alone, and to using Euclidean, rather than diffusion, distances between texture features.Item Energy Aware Color Sets(The Eurographics Association and Blackwell Publishing Ltd, 2009) Chuang, Johnson; Weiskopf, Daniel; Moeller, TorstenWe present a design technique for colors with the purpose of lowering the energy consumption of the display device. Our approach is based on a screen space variant energy model. The result of our design is a set of distinguishable iso-lightness colors guided by perceptual principles. We present two variations of our approach. One is based on a set of discrete user-named (categorical) colors, which are analyzed according to their energy consumption. The second is based on the constrained continuous optimization of color energy in the perceptually uniform CIELAB color space. We quantitatively compare our two approaches with a traditional choice of colors, demonstrating that we typically save approximately 40 percent of the energy. The color sets are applied to examples from the 2D visualization of nominal data and volume rendering of 3D scalar fields.Item Example-Based Rendering of Eye Movements(The Eurographics Association and Blackwell Publishing Ltd, 2009) Banf, Michael and Blanz, VolkerThis paper describes a model for example-based, photo-realistic rendering of eye movements in 3D facial animation. Based on 3D scans of a face with different gaze directions, the model captures the motion of the eyeball along with the deformation of the eyelids and the surrounding skin. These deformations are represented in a 3D morphable model.Unlike the standard procedure in facial animation, the eyeball is not modeled as a rotating 3D sphere located behind the skin surface. Instead, the visible region of the eyeball is part of a continuous face mesh, and displacements of the iris as well as occlusions by the lids are modeled in a texture mapping approach. The algorithm avoids artifacts that are widely encountered in 3D facial animation, and it presents a new concept of handling occlusions and discontinuities in morphing algorithms.Item Fast BVH Construction on GPUs(The Eurographics Association and Blackwell Publishing Ltd, 2009) Lauterbach, C.; Garland, M.; Sengupta, S.; Luebke, D.; Manocha, D.We present two novel parallel algorithms for rapidly constructing bounding volume hierarchies on manycore GPUs. The first uses a linear ordering derived from spatial Morton codes to build hierarchies extremely quickly and with high parallel scalability. The second is a top-down approach that uses the surface area heuristic (SAH) to build hierarchies optimized for fast ray tracing. Both algorithms are combined into a hybrid algorithm that removes existing bottlenecks in the algorithm for GPU construction performance and scalability leading to significantly decreased build time. The resulting hierarchies are close in to optimized SAH hierarchies, but the construction process is substantially faster, leading to a significant net benefit when both construction and traversal cost are accounted for. Our preliminary results show that current GPU architectures can compete with CPU implementations of hierarchy construction running on multicore systems. In practice, we can construct hierarchies of models with up to several million triangles and use them for fast ray tracing or other applications.Item Fast GPU-based Adaptive Tessellation with CUDA(The Eurographics Association and Blackwell Publishing Ltd, 2009) Schwarz, Michael; Stamminger, MarcCompact surface descriptions like higher-order surfaces are popular representations for both modeling and animation. However, for fast graphics-hardware-assisted rendering, they usually need to be converted to triangle meshes. In this paper, we introduce a new framework for performing on-the-fly crack-free adaptive tessellation of surface primitives completely on the GPU. Utilizing CUDA and its flexible memory write capabilities, we parallelize the tessellation task at the level of single surface primitives. We are hence able to derive tessellation factors, perform surface evaluation as well as generate the tessellation topology in real-time even for large collections of primitives. We demonstrate the power of our framework by exemplarily applying it to both bicubic rational Bezier patches and PN triangles.Item Feature Preserving Point Set Surfaces based on Non-Linear Kernel Regression(The Eurographics Association and Blackwell Publishing Ltd, 2009) Oeztireli, A. C.; Guennebaud, G.; Gross, M.Moving least squares (MLS) is a very attractive tool to design effective meshless surface representations. However, as long as approximations are performed in a least square sense, the resulting definitions remain sensitive to outliers, and smooth-out small or sharp features. In this paper, we address these major issues, and present a novel point based surface definition combining the simplicity of implicit MLS surfaces [SOS04,Kol05] with the strength of robust statistics. To reach this new definition, we review MLS surfaces in terms of local kernel regression, opening the doors to a vast and well established literature from which we utilize robust kernel regression. Our novel representation can handle sparse sampling, generates a continuous surface better preserving fine details, and can naturally handle any kind of sharp features with controllable sharpness. Finally, it combines ease of implementation with performance competing with other non-robust approaches.