Volume 25 (2006)
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Item A Hierarchical Topology-Based Model for Handling Complex Indoor Scenes(The Eurographics Association and Blackwell Publishing Ltd, 2006) Fradin, D.; Meneveaux, D.; Lienhardt, P.This paper presents a topology-based representation dedicated to complex indoor scenes. It accounts for memory management and performances during modelling, visualization and lighting simulation. We propose to enlarge a topological model (called generalized maps) with multipartition and hierarchy. Multipartition allows the user to group objects together according to semantics. Hierarchy provides a coarse-to-fine description of the environment. The topological model we propose has been used for devising a modeller prototype and generating efficient data structure in the context of visualization, global illumination and 1 GHz wave propagation simulation. We presently handle buildings composed of up to one billion triangles.Item 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 Compact Representation of Spectral BRDFs Using Fourier Transform and Spherical Harmonic Expansion(The Eurographics Association and Blackwell Publishing Ltd, 2006) Xu, Huiying; Sun, YinlongThis paper proposes a compact method to represent isotropic spectral BRDFs. In the first step, we perform a Fourier transform in the wavelength dimension. The resulting Fourier coefficients of the same order depend on three angles: the polar angle of the incident light, and the polar and azimuth angles of the outgoing light. In the second step, given an incident light angle, when the Fourier coefficients of the same order have an insensitive dependency on the outgoing direction, we represent these Fourier coefficients using a linear combination of spherical harmonics. Otherwise, we first decompose these Fourier coefficients into a smooth background that corresponds to diffuse component and a sharp lobe that corresponds to specular component. The smooth background is represented using a linear combination of spherical harmonics, and the sharp lobe using a Gaussian function. The representation errors are evaluated using spectral BRDFs obtained from measurement or generated from the Phong model. While maintaining sufficient accuracy, the proposed representation method has achieved data compression over a hundred of times. Examples of spectral rendering using the proposed method are also shown.Item Splicing Upper-Body Actions with Locomotion(The Eurographics Association and Blackwell Publishing, Inc, 2006) Heck, Rachel; Kovar, Lucas; Gleicher, MichaelThis paper presents a simple and efficient technique for synthesizing high-fidelity motions by attaching, or splicing, the upper-body action of one motion example to the lower-body locomotion of another. Existing splicing algorithms do little more than copy degrees of freedom (DOFs) from one motion onto another. This naive DOF replacement can produce unrealistic results because it ignores both physical and stylistic correlations between various joints in the body. Our approach uses spatial and temporal relationships found within the example motions to retain the overall posture of the upper-body action while adding secondary motion details appropriate to the timing and configuration of the lower body. By decoupling upper-body action from lower-body locomotion, our motion synthesis technique allows example motions to be captured independently and later combined to create new natural looking motions.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: AnimationItem A Robust Two-Step Procedure for Quad-Dominant Remeshing(The Eurographics Association and Blackwell Publishing, Inc, 2006) Marinov, Martin; Kobbelt, LeifWe propose a new technique for quad-dominant remeshing which separates the local regularity requirements from the global alignment requirements by working in two steps. In the first step, we apply a slight variant of variational shape approximation in order to segment the input mesh into patches which capture the global structure of the processed object. Then we compute an optimized quad-mesh for every patch by generating a finite set of candidate curves and applying a combinatorial optimization procedure. Since the optimization is performed independently for each patch, we can afford more complex operations while keeping the overall computation times at a reasonable level. Our quad-meshing technique is robust even for noisy meshes and meshes with isotropic or flat regions since it does not rely on the generation of curves by integration along estimated principal curvature directions. Instead we compute a conformal parametrization for each patch and generate the quad-mesh from curves with minimum bending energy in the 2D parameter domain. Mesh consistency between patches is guaranteed by simply using the same set of sample points along the common boundary curve. The resulting quad-meshes are of high-quality locally (shape of the quads) as well as globally (global alignment) which allows us to even generate fairly coarse quad-meshes that can be used as Catmull-Clark control meshes.Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Geometric algorithms, languages, and systemsItem Compression of Dense and Regular Point Clouds(The Eurographics Association and Blackwell Publishing Ltd, 2006) Merry, Bruce; Marais, Patrick; Gain, JamesWe present a simple technique for single-rate compression of point clouds sampled from a surface, based on a spanning tree of the points. Unlike previous methods, we predict future vertices using both a linear predictor, which uses the previous edge as a predictor for the current edge, and lateral predictors that rotate the previous edge 90 left or right about an estimated normal.By careful construction of the spanning tree and choice of prediction rules, our method improves upon existing compression rates when applied to regularly sampled point sets, such as those produced by laser range scanning or uniform tesselation of higher-order surfaces. For less regular sets of points, the compression rate is still generally within 1.5 bits per point of other compression algorithms.Item Translational Covering of Closed Planar Cubic B-Spline Curves(The Eurographics Association and Blackwell Publishing Ltd, 2006) Neacsu, Cristina; Daniels, KarenSpline curves are useful in a variety of geometric modeling and graphics applications and covering problems abound in practical settings. This work defines a class of covering decision problems for shapes bounded by spline curves. As a first step in addressing these problems, this paper treats translational spline covering for planar, uniform, cubic B-splines. Inner and outer polygonal approximations to the spline regions are generated using enclosures that are inside two different types of piecewise-linear envelopes. Our recent polygonal covering technique is then applied to seek translations of the covering shapes that allow them to fully cover the target shape. A feasible solution to the polygonal instance provides a feasible solution to the spline instance. We use our recent proof that 2D translational polygonal covering is NP-hard to establish NP-hardness of our planar translational spline covering problem. Our polygonal approximation strategy creates approximations that are tight, yet the number of vertices is only a linear function of the number of control points. Using recent results on B-spline curve envelopes, we bound the distance from the spline curve to its approximation. We balance the two competing objectives of tightness vs. number of points in the approximation, which is crucial given the NP-hardness of the spline problem. Examples of the results of our spline covering work are provided for instances containing as many as six covering shapes, including both convex and nonconvex regions. Our implementation uses the LEDA and CGAL C++ libraries of geometric data structures and algorithms.Item 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 Semantic Photo Synthesis(The Eurographics Association and Blackwell Publishing, Inc, 2006) Johnson, M.; Brostow, G. J.; Shotton, J.; Arandjelovic, O.; Kwatra, V.; Cipolla, R.Composite images are synthesized from existing photographs by artists who make concept art, e.g., storyboards for movies or architectural planning. Current techniques allow an artist to fabricate such an image by digitally splicing parts of stock photographs. While these images serve mainly to quickly convey how a scene should look, their production is laborious. We propose a technique that allows a person to design a new photograph with substantially less effort. This paper presents a method that generates a composite image when a user types in nouns, such as boat and sand. The artist can optionally design an intended image by specifying other constraints. Our algorithm formulates the constraints as queries to search an automatically annotated image database. The desired photograph, not a collage, is then synthesized using graph-cut optimization, optionally allowing for further user interaction to edit or choose among alternative generated photos. An implementation of our approach, shown in the associated video, demonstrates our contributions of (1) a method for creating specific images with minimal human effort, and (2) a combined algorithm for automatically building an image library with semantic annotations from any photo collection.Item Transformation and Normal Vector Calculation of Parametrically Defined Surfaces Based on Dual Vectors and Screw Theory: Application to Phong s Shading Model(The Eurographics Association and Blackwell Publishing Ltd, 2006) Papageorgiou, Stavros G.; Aspragathos, Nikos A.This paper presents a new approach for the transformation and normal vector calculation algorithms of parametrically defined surfaces via dual vectors and line transformations. The surface is defined via dual points, the transformation is performed by rotations and translations based on screw theory while normal vector calculation is utilized for shading based on Phong s illumination model. The main benefit of this approach lies into the compactness of the surface s representation since geometrical characteristics, such as tangent vectors, that are necessary for shading algorithms, are included within its definition. An extensive comparison is performed between the proposed approach and the traditional homogeneous model, presenting the merits of our approach. Analytical and experimental determination of the computational cost via computer implementation of 3D surface transformation and shading is presented. Point-based methods for the representation, transformation and shading of parametrically defined surfaces are compared to the introduced line-based methods (dual quaternions and dual orthogonal matrices). It is shown that the simplified rendering procedure of 3D objects, is considerably faster using screw theory over the traditional point-based structures.Item Reflected-Scene Impostors for Realistic Reflections at Interactive Rates(The Eurographics Association and Blackwell Publishing, Inc, 2006) Popescu, Voicu; Mei, Chunhui; Dauble, Jordan; Sacks, ElishaWe present a technique for rendering reflections on complex reflectors at interactive rates based on approximating the geometry of the reflected scene with impostors. The reflections correctly convey the distance to the reflector surface and provide motion parallax. Two types of impostors are adapted to the reflections framework: billboards and depth maps. Billboards remove most of the problems of environment mapped reflections at only a small additional cost. Second order reflections are supported by introducing reflective billboards. Higher quality reflections that provide motion parallax within a reflected object are obtained by approximating the reflective geometry with depth maps. The computation of the intersection between a reflected ray and a depth map is accelerated by leveraging epipolar constraints. Like environment mapping, our technique does not pose any restriction on the geometry of the reflector, supports dynamic scenes, and runs at interactive rates with the help of graphics hardware.Categories and Subject Descriptors (ACM CCS): I.3.3. [Computer Graphics]-Three-Dimensional Graphics and Realism.Item In Memoriam: Juergen Schoenhut(The Eurographics Association and Blackwell Publishing Ltd., 2006) Duce, DavidItem Verification of Physically Based Rendering Algorithms(The Eurographics Association and Blackwell Publishing Ltd, 2006) Ulbricht, Christiane; Wilkie, Alexander; Purgathofer, WernerWithin computer graphics, the field of predictive rendering is concerned with those methods of image synthesis that yield results that do not only look real, but are also radiometrically correct renditions of nature, i.e. which are accurate predictions of what a real scene would look like under given lighting conditions.In order to guarantee the correctness of the results obtained by such techniques, three stages of such a rendering system have to be verified with particular care: the light reflection models, the light transport simulation and the perceptually based calculations used at display time.In this report, we will concentrate on the state of the art with respect to the second step in this chain. Various approaches for experimental verification of the implementation of a physically based rendering system have been proposed so far. However, the problem of proving that the results are correct is not fully solved yet, and no standardized methodology is available. We give an overview of existing literature, discuss the strengths and weaknesses of the described methods and illustrate the unsolved problems. We also briefly discuss the related issue of image quality metrics.Item 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 Interactive Multiresolution Editing and Display of Large Terrains(The Eurographics Association and Blackwell Publishing Ltd, 2006) Atlan, Samuel; Garland, MichaelIn recent years, many systems have been developed for the real-time display of very large terrains. While many of these techniques combine high-quality rendering with impressive performance, most make the fundamental assumption that the terrain is represented by a fixed height map that cannot be altered at run time. Such systems frequently rely on extensive preprocessing of the raw terrain data. They are mostly designed for maximum performance. Consequently, these techniques are ill-suited for the many applications such as geological simulations and games in which terrain surfaces must be altered interactively.We present a two-component system that can achieve real-time view-dependent rendering while allowing on-line multiresolution alterations of a large terrain. Our fundamental height map representation is a wavelet quadtree hierarchy, allowing one to easily apply arbitrary multiresolution edits to the terrain. Our display algorithm extracts a view-dependent approximation of the terrain from the wavelet quadtree in real time. The algorithm dynamically alters this approximation based on any ongoing edits. To allow for flexibility and to limit performance loss, the two components of this system have been designed to be as independent as possible.Item Classification of Illumination Methods for Mixed Reality(The Eurographics Association and Blackwell Publishing Ltd., 2006) Jacobs, Katrien; Loscos, CelineA mixed reality (MR) represents an environment composed both by real and virtual objects. MR applications are used more and more, for instance in surgery, architecture, cultural heritage, entertainment, etc. For some of these applications it is important to merge the real and virtual elements using consistent illumination. This paper proposes a classification of illumination methods for MR applications that aim at generating a merged environment in which illumination and shadows are consistent. Three different illumination methods can be identified: common illumination, relighting and methods based on inverse illumination. In this paper a classification of the illumination methods for MR is given based on their input requirements: the amount of geometry and radiance known of the real environment. This led us to define four categories of methods that vary depending on the type of geometric model used for representing the real scene, and the sdifferent radiance information available for each point of the real scene. Various methods are described within their category.The classification points out that in general the quality of the illumination interactions increases with the amount of input information available. On the other hand, the accessibility of the method decreases since its pre-processing time increases to gather the extra information. Recent developed techniques managed to compensate unknown data with clever techniques using an iterative algorithm, hardware illumination or recent progress in stereovision. Finally, a review of illumination techniques for MR is given with a discussion on important properties such as the possibility of interactivity or the amount of complexity in the simulated illumination.Item A Randomized Approach for Patch-based Texture Synthesis using Wavelets(The Eurographics Association and Blackwell Publishing Ltd, 2006) Tonietto, L.; Walter, M.; Jung, C. R.We present a wavelet-based approach for selecting patches in patch-based texture synthesis. We randomly select the first block that satisfies a minimum error criterion, computed from the wavelet coefficients (using 1D or 2D wavelets) for the overlapping region. We show that our wavelet-based approach improves texture synthesis for samples where previous work fails, mainly textures with prominent aligned features. Also, it generates similar quality textures when compared against texture synthesis using feature maps with the advantage that our proposed method uses implicit edge information (since it is embedded in the wavelet coefficients) whereas feature maps rely explicitly on edge features. In previous work, the best patches are selected among all possible using a L2 norm on the RGB or grayscale pixel values of boundary zones. The L2 metric provides the raw pixel-to-pixel difference, disregarding relevant image structures - such as edges - that are relevant in the human visual system and therefore on synthesis of new textures.Item Silhouette Extraction in Hough Space(The Eurographics Association and Blackwell Publishing, Inc, 2006) Olson, Matt; Zhang , HaoObject-space silhouette extraction is an important problem in fields ranging from non-photorealistic computer graphics to medical robotics. We present an efficient silhouette extractor for triangle meshes under perspective projection and make three contributions. First, we describe a novel application of 3D Hough transforms, which allows us to organize mesh data more effectively for silhouette computations than the traditional dual transform. Next, we introduce an incremental silhouette update algorithm which operates on an octree augmented with neighbour information and optimized for efficient low-level traversal. Finally, we present a method for initial extraction of silhouette, using the same data structure, whose performance is linear in the size of the extracted silhouette. We demonstrate significant performance improvements given by our approach over the current state of the art.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Three-Dimensional Graphics and Realism]: Visible line/surface algorithmsItem Multiresolution Random Accessible Mesh Compression(The Eurographics Association and Blackwell Publishing, Inc, 2006) Kim, Junho; Choe, Sungyul; Lee, SeungyongThis paper presents a novel approach for mesh compression, which we call multiresolution random accessible mesh compression. In contrast to previous mesh compression techniques, the approach enables us to progressively decompress an arbitrary portion of a mesh without decoding other non-interesting parts. This simultaneous support of random accessibility and progressiveness is accomplished by adapting selective refinement of a multiresolution mesh to the mesh compression domain. We present a theoretical analysis of our connectivity coding scheme and provide several experimental results. The performance of our coder is about 11 bits for connectivity and 21 bits for geometry with 12-bit quantization, which can be considered reasonably good under the constraint that no fixed neighborhood information can be used for coding to support decompression in a random order.Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object ModelingItem 4th International Workshop on Volume Graphics(The Eurographics Association and Blackwell Publishing Ltd., 2006)