27-Issue 7

Permanent URI for this collection

Pacific Graphics Proceedings

BibTeX (27-Issue 7)
                
@article{
-,
journal = {Computer Graphics Forum}, title = {{
Preface, Table of Contents, Cover}},
author = {}, year = {
2008},
publisher = {
The Eurographics Association and Blackwell Publishing, Inc},
ISSN = {1467-8659},
DOI = {
-}
}
                
@article{
10.1111:j.1467-8659.2008.01316.x,
journal = {Computer Graphics Forum}, title = {{
Reconstructing head models from photographs for individualized 3D-audio processing}},
author = {
Dellepiane, M.
and
Pietroni, N.
and
Tsingos, N.
and
Asselot, M.
and
Scopigno, R.
}, year = {
2008},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2008.01316.x}
}
                
@article{
10.1111:j.1467-8659.2008.01315.x,
journal = {Computer Graphics Forum}, title = {{
The Craniofacial Reconstruction from the Local Structural Diversity of Skulls}},
author = {
Pei, Yuru
and
Zha, Hongbin
and
Yuan, Zhongbiao
}, year = {
2008},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2008.01315.x}
}
                
@article{
10.1111:j.1467-8659.2008.01317.x,
journal = {Computer Graphics Forum}, title = {{
Reconstructing 3D Shape, Albedo and Illumination from a Single Face Image}},
author = {
Wang, S. F.
and
Lai, S. H.
}, year = {
2008},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2008.01317.x}
}
                
@article{
10.1111:j.1467-8659.2008.01318.x,
journal = {Computer Graphics Forum}, title = {{
Knitting a 3D Model}},
author = {
Igarashi, Yuki
and
Igarashi, Takeo
and
Suzuki, Hiromasa
}, year = {
2008},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2008.01318.x}
}
                
@article{
10.1111:j.1467-8659.2008.01320.x,
journal = {Computer Graphics Forum}, title = {{
Distortion Optimization based Image Completion from a Large Displacement View}},
author = {
Liu, Chunxiao
and
Yang, Yingzhen
and
Peng, Qunsheng
and
Wang, Jin
and
Chen, Wei
}, year = {
2008},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2008.01320.x}
}
                
@article{
10.1111:j.1467-8659.2008.01319.x,
journal = {Computer Graphics Forum}, title = {{
Perceptual Evaluation of Color-to-Grayscale Image Conversions}},
author = {
Cadik, M.
}, year = {
2008},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2008.01319.x}
}
                
@article{
10.1111:j.1467-8659.2008.01322.x,
journal = {Computer Graphics Forum}, title = {{
Shape-simplifying Image Abstraction}},
author = {
Kang, Henry
and
Lee, Seungyong
}, year = {
2008},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2008.01322.x}
}
                
@article{
10.1111:j.1467-8659.2008.01321.x,
journal = {Computer Graphics Forum}, title = {{
Example-based Multiple Local Color Transfer by Strokes}},
author = {
Wen, Chung-Lin
and
Hsieh, Chang-Hsi
and
Chen, Bing-Yu
and
Ouhyoung, Ming
}, year = {
2008},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2008.01321.x}
}
                
@article{
10.1111:j.1467-8659.2008.01324.x,
journal = {Computer Graphics Forum}, title = {{
Sketching MLS Image Deformations On the GPU}},
author = {
Weng, Yanlin
and
Shi, Xiaohan
and
Bao, Hujun
and
Zhang, Jun
}, year = {
2008},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2008.01324.x}
}
                
@article{
10.1111:j.1467-8659.2008.01323.x,
journal = {Computer Graphics Forum}, title = {{
View and Time Interpolation in Image Space}},
author = {
Stich, Timo
and
Linz, Christian
and
Albuquerque, Georgia
and
Magnor, Marcus
}, year = {
2008},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2008.01323.x}
}
                
@article{
10.1111:j.1467-8659.2008.01325.x,
journal = {Computer Graphics Forum}, title = {{
Shrinkability Maps for Content-Aware Video Resizing}},
author = {
Zhang, Yi-Fei
and
Hu, Shi-Min
and
Martin, Ralph R.
}, year = {
2008},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2008.01325.x}
}
                
@article{
10.1111:j.1467-8659.2008.01326.x,
journal = {Computer Graphics Forum}, title = {{
Capturing Intention-based Full-Frame Video Stabilization}},
author = {
Chen, Bing-Yu
and
Lee, Ken-Yi
and
Huang, Wei-Ting
and
Lin, Jong-Shan
}, year = {
2008},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2008.01326.x}
}
                
@article{
10.1111:j.1467-8659.2008.01327.x,
journal = {Computer Graphics Forum}, title = {{
A Biorthogonal Wavelet Approach based on Dual Subdivision}},
author = {
Zhang, Hui
and
Qin, Guiming
and
Qin, Kaihuai
and
Sun, Hanqiu
}, year = {
2008},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2008.01327.x}
}
                
@article{
10.1111:j.1467-8659.2008.01330.x,
journal = {Computer Graphics Forum}, title = {{
Patch-type Segmentation of Voxel Shapes using Simplified Surface Skeletons}},
author = {
Reniers, Dennie
and
Telea, Alexandru
}, year = {
2008},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2008.01330.x}
}
                
@article{
10.1111:j.1467-8659.2008.01328.x,
journal = {Computer Graphics Forum}, title = {{
Progressive Interpolation based on Catmull-Clark Subdivision Surfaces}},
author = {
Chen, Zhongxian
and
Luo, Xiaonan
and
Tan, Le
and
Ye, Binghong
and
Chen, Jiapeng
}, year = {
2008},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2008.01328.x}
}
                
@article{
10.1111:j.1467-8659.2008.01329.x,
journal = {Computer Graphics Forum}, title = {{
Interpolatory and Mixed Loop Schemes}},
author = {
Shi, Zhuo
and
Lin, Shujin
and
Luo, Xiaonan
and
Wang, Renhong
}, year = {
2008},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2008.01329.x}
}
                
@article{
10.1111:j.1467-8659.2008.01331.x,
journal = {Computer Graphics Forum}, title = {{
Part-type Segmentation of Articulated Voxel-Shapes using the Junction Rule}},
author = {
Reniers, Dennie
and
Telea, Alexandru
}, year = {
2008},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2008.01331.x}
}
                
@article{
10.1111:j.1467-8659.2008.01332.x,
journal = {Computer Graphics Forum}, title = {{
Context Aware Terrain Visualization for Wayfinding and Navigation}},
author = {
Moeser, Sebastian
and
Degener, Patrick
and
Wahl, Roland
and
Klein, Reinhard
}, year = {
2008},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2008.01332.x}
}
                
@article{
10.1111:j.1467-8659.2008.01333.x,
journal = {Computer Graphics Forum}, title = {{
Online Personalised Non-photorealistic Rendering Technique for 3D Geometry from Incremental Sketching}},
author = {
Ku, Daychyi
and
Qin, Shengfeng
and
Wright, David K.
and
Ma, Cuixia
}, year = {
2008},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2008.01333.x}
}
                
@article{
10.1111:j.1467-8659.2008.01334.x,
journal = {Computer Graphics Forum}, title = {{
A Hidden-picture Puzzles Generator}},
author = {
Yoon, Jong-Chul
and
Lee, In-Kwon
and
Kang, Henry
}, year = {
2008},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2008.01334.x}
}
                
@article{
10.1111:j.1467-8659.2008.01335.x,
journal = {Computer Graphics Forum}, title = {{
Automatic Facsimile of Chinese Calligraphic Writings}},
author = {
Xu, Songhua
and
Jiang, Hao
and
Jin, Tao
and
Lau, Francis C.M.
and
Pan, Yunhe
}, year = {
2008},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2008.01335.x}
}
                
@article{
10.1111:j.1467-8659.2008.01336.x,
journal = {Computer Graphics Forum}, title = {{
Real-time Animation of Sand-Water Interaction}},
author = {
Rungjiratananon, Witawat
and
Szego, Zoltan
and
Kanamori, Yoshihiro
and
Nishita, Tomoyuki
}, year = {
2008},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2008.01336.x}
}
                
@article{
10.1111:j.1467-8659.2008.01337.x,
journal = {Computer Graphics Forum}, title = {{
Robust and Efficient Wave Simulations on Deforming Meshes}},
author = {
Angst, Roland
and
Thuerey, Nils
and
Botsch, Mario
and
Gross, Markus
}, year = {
2008},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2008.01337.x}
}
                
@article{
10.1111:j.1467-8659.2008.01338.x,
journal = {Computer Graphics Forum}, title = {{
Simulating Inextensible Cloth Using Impulses}},
author = {
Ye, Juntao
}, year = {
2008},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2008.01338.x}
}
                
@article{
10.1111:j.1467-8659.2008.01339.x,
journal = {Computer Graphics Forum}, title = {{
Smart Motion Synthesis}},
author = {
Oshita, Masaki
}, year = {
2008},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2008.01339.x}
}
                
@article{
10.1111:j.1467-8659.2008.01340.x,
journal = {Computer Graphics Forum}, title = {{
Local Volume Preservation for Skinned Characters}},
author = {
Rohmer, Damien
and
Hahmann, Stefanie
and
Cani, Marie-Paule
}, year = {
2008},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2008.01340.x}
}
                
@article{
10.1111:j.1467-8659.2008.01342.x,
journal = {Computer Graphics Forum}, title = {{
A Resolution Independent Approach for the Accurate Rendering of Grooved Surfaces}},
author = {
Bosch, C.
and
Pueyo, X.
and
Merillou, S.
and
Ghazanfarpour, D.
}, year = {
2008},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2008.01342.x}
}
                
@article{
10.1111:j.1467-8659.2008.01341.x,
journal = {Computer Graphics Forum}, title = {{
A Prism-Free Method for Silhouette Rendering in Inverse Displacement Mapping}},
author = {
Chen, Ying-Chieh
and
Chang, Chun-Fa
}, year = {
2008},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2008.01341.x}
}
                
@article{
10.1111:j.1467-8659.2008.01343.x,
journal = {Computer Graphics Forum}, title = {{
Gradient-based Interpolation and Sampling for Real-time Rendering of Inhomogeneous, Single-scattering Media}},
author = {
Ren, Zhong
and
Zhou, Kun
and
Lin, Stephen
and
Guo, Baining
}, year = {
2008},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2008.01343.x}
}
                
@article{
10.1111:j.1467-8659.2008.01344.x,
journal = {Computer Graphics Forum}, title = {{
Real-Time Depth-of-Field Rendering Using Point Splatting on Per-Pixel Layers}},
author = {
Lee, Sungkil
and
Kim, Gerard Jounghyun
and
Choi, Seungmoon
}, year = {
2008},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2008.01344.x}
}
                
@article{
10.1111:j.1467-8659.2008.01345.x,
journal = {Computer Graphics Forum}, title = {{
Caustic Forecasting: Unbiased Estimation of Caustic Lighting for Global Illumination}},
author = {
Budge, B. C.
and
Anderson, J. C.
and
Joy, K. I.
}, year = {
2008},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2008.01345.x}
}
                
@article{
10.1111:j.1467-8659.2008.01346.x,
journal = {Computer Graphics Forum}, title = {{
Photon-driven Irradiance Cache}},
author = {
Brouillat, J.
and
Gautron, P.
and
Bouatouch, K.
}, year = {
2008},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2008.01346.x}
}
                
@article{
10.1111:j.1467-8659.2008.01347.x,
journal = {Computer Graphics Forum}, title = {{
Interactive Global Illumination for Deformable Geometry in CUDA}},
author = {
Schmitz, Arne
and
Tavenrath, Markus
and
Kobbelt, Leif
}, year = {
2008},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2008.01347.x}
}
                
@article{
10.1111:j.1467-8659.2008.01348.x,
journal = {Computer Graphics Forum}, title = {{
Interactive Glossy Reflections using GPU-based Ray Tracing with Adaptive LOD}},
author = {
Yu, Xuan
and
Wang, Rui
and
Yu, Jingyi
}, year = {
2008},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2008.01348.x}
}

Browse

Recent Submissions

Now showing 1 - 35 of 35
  • Item
    Preface, Table of Contents, Cover
    (The Eurographics Association and Blackwell Publishing, Inc, 2008)
  • Item
    Reconstructing head models from photographs for individualized 3D-audio processing
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Dellepiane, M.; Pietroni, N.; Tsingos, N.; Asselot, M.; Scopigno, R.
    Visual fidelity and interactivity are the main goals in Computer Graphics research, but recently also audio is assuming an important role. Binaural rendering can provide extremely pleasing and realistic three-dimensional sound, but to achieve best results it s necessary either to measure or to estimate individual Head Related Transfer Function (HRTF). This function is strictly related to the peculiar features of ears and face of the listener. Recent sound scattering simulation techniques can calculate HRTF starting from an accurate 3D model of a human head. Hence, the use of binaural rendering on large scale (i.e. video games, entertainment) could depend on the possibility to produce a sufficiently accurate 3D model of a human head, starting from the smallest possible input. In this paper we present a completely automatic system, which produces a 3D model of a head starting from simple input data (five photos and some key-points indicated by user). The geometry is generated by extracting information from images and accordingly deforming a 3D dummy to reproduce user head features. The system proves to be fast, automatic, robust and reliable: geometric validation and preliminary assessments show that it can be accurate enough for HRTF calculation.
  • Item
    The Craniofacial Reconstruction from the Local Structural Diversity of Skulls
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Pei, Yuru; Zha, Hongbin; Yuan, Zhongbiao
    The craniofacial reconstruction is employed as an initialization of the identification from skulls in forensics. In this paper, we present a two-level craniofacial reconstruction framework based on the local structural diversity of the skulls. On the low level, the holistic reconstruction is formulated as the superimposition of the selected tissue map on the novel skull. The crux is the accurate map registration, which is implemented as a warping guided by the 2D feature curve patterns. The curve pattern extraction under an energy minimization framework is proposed for the automatic feature labeling on the skull depth map. The feature configuration on the warped tissue map is expected to resemble that on the novel skull. In order to make the reconstructed faces personalized, on the high level, the local facial features are estimated from the skull measurements via a RBF model. The RBF model is learnt from a dataset of the skull and the face feature pairs extracted from the head volume data. The experiments demonstrate the facial outlooks can be reconstructed feasibly and efficiently.
  • Item
    Reconstructing 3D Shape, Albedo and Illumination from a Single Face Image
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Wang, S. F.; Lai, S. H.
    The morphable model has been employed to efficiently describe 3D face shape and the associated albedo with a reduced set of basis vectors. The spherical harmonics (SH) model provides a compact basis to well approximate the image appearance of a Lambertian object under different illumination conditions. Recently, the SH and morphable models have been integrated for 3D face shape reconstruction. However, the reconstructed 3D shape is either inconsistent with the SH bases or obtained just from landmarks only. In this work, we propose a geometrically consistent algorithm to reconstruct the 3D face shape and the associated albedo from a single face image iteratively by combining the morphable model and the SH model. The reconstructed 3D face geometry can uniquely determine the SH bases, therefore the optimal 3D face model can be obtained by minimizing the error between the input face image and a linear combination of the associated SH bases. In this way, we are able to preserve the consistency between the 3D geometry and the SH model, thus refining the 3D shape reconstruction recursively. Furthermore, we present a novel approach to recover the illumination condition from the estimated weighting vector for the SH bases in a constrained optimization formulation independent of the 3D geometry. Experimental results show the effectiveness and accuracy of the proposed face reconstruction and illumination estimation algorithm under different face poses and multiple-light-source illumination conditions.
  • Item
    Knitting a 3D Model
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Igarashi, Yuki; Igarashi, Takeo; Suzuki, Hiromasa
    A knitted animal is made of a closed surface consisting of several knitted patches knitted out of yarn and stuffed with cotton (Fig. 1). We introduce a system to create a knitting pattern from a given 3D surface model (mainly designed for rotund animal models). A knitting pattern is an instructional diagram describing how to knit yarn to obtain a desired shape. Since the creation of knitting patterns requires special skill, this is difficult for nonprofessionals. Our system automates the process and allows anyone to obtain his or her original knitting patterns from a 3D model. The system first covers the surface of the model with parallel winding strips of constant width. The system then samples the strip at constant intervals to convert it into a knitting pattern. The result is presented in a standard visual format so that the user can easily refer it during actual knitting. We show several examples of knitted animals created using the system.1Example of a knitted animal. A typical knitted animal consists of several circular and cylindrical patches.
  • Item
    Distortion Optimization based Image Completion from a Large Displacement View
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Liu, Chunxiao; Yang, Yingzhen; Peng, Qunsheng; Wang, Jin; Chen, Wei
    We present a new image completion method based on an additional large displacement view (LDV) of the same scene for faithfully repairing large missing regions on the target image in an automatic way. A coarse-to-fine distortion correction algorithm is proposed to minimize the perspective distortion in the corresponding parts for the common scene regions on the LDV image. First, under the assumption of a planar scene, the LDV image is warped according to a homography to generate the initial correction result. Second, the residual distortions in the common known scene regions are revealed by means of a mismatch detection mechanism and relaxed by energy optimization of overlap correspondences, with the expectations of color constancy and displacement field smoothness. The fundamental matrix for the two views is then computed based on the reliable correspondence set. Third, under the constraints of epipolar geometry, displacement field smoothness and color consistency of the neighboring pixels, the missing pixels are orderly restored according to a specially defined repairing priority function. We finally eliminate the ghost effect between the repaired region and its surroundings by Poisson image blending. Experimental results demonstrate that our method outperforms recent state-of-the-art image completion methods for repairing large missing area with complex structure information.
  • Item
    Perceptual Evaluation of Color-to-Grayscale Image Conversions
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Cadik, M.
    Color images often have to be converted to grayscale for reproduction, artistic purposes, or for subsequent processing. Methods performing the conversion of color images to grayscale aim to retain as much information about the original color image as possible, while simultaneously producing perceptually plausible grayscale results. Recently, many methods of conversion have been proposed, but their performance has not yet been assessed. Therefore, the strengths and weaknesses of color-to-grayscale conversions are not known. In this paper, we present the results of two subjective experiments in which a total of 24 color images were converted to grayscale using seven state-of-the-art conversions and evaluated by 119 human subjects using a paired comparison paradigm. We surveyed nearly 20000 human responses and used them to evaluate the accuracy and preference of the color-to-grayscale conversions. To the best of our knowledge, the study presented in this paper is the first perceptual evaluation of color-to-grayscale conversions. Besides exposing the strengths and weaknesses of the researched methods, the aim of the study is to attain a deeper understanding of the examined field, which can accelerate the progress of color-to-grayscale conversion.
  • Item
    Shape-simplifying Image Abstraction
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Kang, Henry; Lee, Seungyong
    This paper presents a simple algorithm for producing stylistic abstraction of a photograph. Based on mean curvature flow in conjunction with shock filter, our method simplifies both shapes and colors simultaneously while preserving important features. In particular, we develop a constrained mean curvature flow, which outperforms the original mean curvature flow in conveying the directionality of features and shape boundaries. The proposed algorithm is iterative and incremental, and therefore the level of abstraction is intuitively controlled. Optionally, simple user masking can be incorporated into the algorithm to selectively control the abstraction speed and to protect particular regions. Experimental results show that our method effectively produces highly abstract yet feature-preserving illustrations from photographs.
  • Item
    Example-based Multiple Local Color Transfer by Strokes
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Wen, Chung-Lin; Hsieh, Chang-Hsi; Chen, Bing-Yu; Ouhyoung, Ming
    This paper investigates a new approach for color transfer. Rather than transferring color from one image to another globally, we propose a system with a stroke-based user interface to provide a direct indication mechanism. We further present a multiple local color transfer method. Through our system the user can easily enhance a defect (source) photo by referring to some other good quality (target) images by simply drawing some strokes. Then, the system will perform the multiple local color transfer automatically. The system consists of two major steps. First, the user draws some strokes on the source and target images to indicate corresponding regions and also the regions he or she wants to preserve. The regions to be preserved which will be masked out based on an improved graph cuts algorithm. Second, a multiple local color transfer method is presented to transfer the color from the target image(s) to the source image through gradient-guided pixel-wise color transfer functions. Finally, the defect (source) image can be enhanced seamlessly by multiple local color transfer based on some good quality (target) examples through an interactive and intuitive stroke-based user interface.
  • Item
    Sketching MLS Image Deformations On the GPU
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Weng, Yanlin; Shi, Xiaohan; Bao, Hujun; Zhang, Jun
    In this paper, we present an image editing tool that allows the user to deform images using a sketch-based interface. The user simply sketches a set of source curves in the input image, and also some target curves that the source curves should be deformed to. Then the moving least squares (MLS) deformation technique [SMW06] is adapted to produce realistic deformations while satisfying the curves positional constraints. We also propose a scheme to reduce image fold-overs in MLS deformations. Our system has a very intuitive user interface, generates physically plausible deformations, and can be easily implemented on the GPU for real-time performance.
  • Item
    View and Time Interpolation in Image Space
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Stich, Timo; Linz, Christian; Albuquerque, Georgia; Magnor, Marcus
    The ability to interpolate between images taken at different time and viewpoints directly in image space opens up new possiblities. The goal of our work is to create plausible in-between images in real time without the need for an intermediate 3D reconstruction. This enables us to also interpolate between images recorded with uncalibrated and unsynchronized cameras. In our approach we use a novel discontiniuity preserving image deformation model to robustly estimate dense correspondences based on local homographies. Once correspondences have been computed we are able to render plausible in-between images in real time while properly handling occlusions. We discuss the relation of our approach to human motion perception and other image interpolation techniques.
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    Shrinkability Maps for Content-Aware Video Resizing
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Zhang, Yi-Fei; Hu, Shi-Min; Martin, Ralph R.
    A novel method is given for content-aware video resizing, i.e. targeting video to a new resolution (which may involve aspect ratio change) from the original.We precompute a per-pixel cumulative shrinkability map which takes into account both the importance of each pixel and the need for continuity in the resized result. (If both x and y resizing are required, two separate shrinkability maps are used, otherwise one suffices). A random walk model is used for efficient offline computation of the shrinkability maps. The latter are stored with the video to create a multi-sized video, which permits arbitrary-sized new versions of the video to be later very efficiently created in real-time, e.g. by a video-on-demand server supplying video streams to multiple devices with different resolutions. These shrinkability maps are highly compressible, so the resulting multi-sized videos are typically less than three times the size of the original compressed video. A scaling function operates on the multi-sized video, to give the new pixel locations in the result, giving a high-quality content-aware resized video.Despite the great efficiency and low storage requirements for our method, we produce results of comparable quality to state-of-the-art methods for content-aware image and video resizing.
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    Capturing Intention-based Full-Frame Video Stabilization
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Chen, Bing-Yu; Lee, Ken-Yi; Huang, Wei-Ting; Lin, Jong-Shan
    Annoying shaky motion is one of the significant problems in home videos, since hand shake is an unavoidable effect when capturing by using a hand-held camcorder. Video stabilization is an important technique to solve this problem, but the stabilized videos resulting from some current methods usually have decreased resolution and are still not so stable. In this paper, we propose a robust and practical method of full-frame video stabilization while considering user s capturing intention to remove not only the high frequency shaky motions but also the low frequency unexpected movements. To guess the user s capturing intention, we first consider the regions of interest in the video to estimate which regions or objects the user wants to capture, and then use a polyline to estimate a new stable camcorder motion path while avoiding the user s interested regions or objects being cut out. Then, we fill the dynamic and static missing areas caused by frame alignment from other frames to keep the same resolution and quality as the original video. Furthermore, we smooth the discontinuous regions by using a three-dimensional Poisson-based method. After the above automatic operations, a full-frame stabilized video can be achieved and the important regions and objects can also be preserved.
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    A Biorthogonal Wavelet Approach based on Dual Subdivision
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Zhang, Hui; Qin, Guiming; Qin, Kaihuai; Sun, Hanqiu
    In this paper a biorthogonal wavelet approach based on Doo-Sabin subdivision is presented. In the dual subdivision like Doo-Sabin scheme, all the old control vertices disappear after one subdivision step, which is a big challenge to the biorthogonal wavelet construction. In our approach, the barycenters of the V-faces corresponding to the old vertices are selected as the vertices associated with the scaling functions to construct the scaling space. The lifting scheme is used to guarantee the fitting quality of the wavelet transform, and a local orthogonalization is introduced with a discrete inner product operation to improve the computation efficiency. Sharp feature modeling based on extended Doo-Sabin subdivision rules is also discussed in the framework of our wavelet construction. The presented wavelet construction is proven to be stable and effective by the experimental results.
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    Patch-type Segmentation of Voxel Shapes using Simplified Surface Skeletons
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Reniers, Dennie; Telea, Alexandru
    We present a new method for decomposing a 3D voxel shape into disjoint segments using the shape s simplified surface-skeleton. The surface skeleton of a shape consists of 2D manifolds inside its volume. Each skeleton point has a maximally inscribed ball that touches the boundary in at least two contact points. A key observation is that the boundaries of the simplified fore- and background skeletons map one-to-one to increasingly fuzzy, soft convex, respectively concave, edges of the shape. Using this property, we build a method for segmentation of 3D shapes which has several desirable properties. Our method segments both noisy shapes and shapes with soft edges which vanish over low-curvature regions. Multiscale segmentations can be obtained by varying the simplification level of the skeleton. We present a voxel-based implementation of our approach and illustrate it on several realistic examples.
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    Progressive Interpolation based on Catmull-Clark Subdivision Surfaces
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Chen, Zhongxian; Luo, Xiaonan; Tan, Le; Ye, Binghong; Chen, Jiapeng
    We introduce a scheme for constructing a Catmull-Clark subdivision surface that interpolates the vertices of a quadrilateral mesh with arbitrary topology. The basic idea here is to progressively modify the vertices of an original mesh to generate a new control mesh whose limit surface interpolates all vertices in the original mesh. The scheme is applicable to meshes with any size and any topology, and it has the advantages of both a local scheme and a global scheme.
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    Interpolatory and Mixed Loop Schemes
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Shi, Zhuo; Lin, Shujin; Luo, Xiaonan; Wang, Renhong
    This paper presents a new interpolatory Loop scheme and an unified and mixed interpolatory and approximation subdivision scheme for triangular meshes. The former which is C1 continuous as same as the modified Butterfly scheme has better effect in some complex models. The latter can be used to solve the popping effect problem when switching between meshes at different levels of resolution. The scheme generates surfaces coincident with the Loop subdivision scheme in the limit condition having the coefficient k equal 0. When k equal 1, it will be changed into a new interpolatory subdivision scheme. Eigen-structure analysis demonstrates that subdivision surfaces generated using the new scheme are C1 continuous. All these are achieved only by changing the value of a parameter k. The method is a completely simple one without constructing and solving equations. It can achieve local interpolation and solve the popping effect problem which are the method s advantages over the modified Butterfly scheme.
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    Part-type Segmentation of Articulated Voxel-Shapes using the Junction Rule
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Reniers, Dennie; Telea, Alexandru
    We present a part-type segmentation method for articulated voxel-shapes based on curve skeletons. Shapes are considered to consist of several simpler, intersecting shapes. Our method is based on the junction rule: the observation that two intersecting shapes generate an additional junction in their joined curve-skeleton near the place of intersection. For each curve-skeleton point, we construct a piecewise-geodesic loop on the shape surface. Starting from the junctions, we search along the curve skeleton for points whose associated loops make for suitable part cuts. The segmentations are robust to noise and discretization artifacts, because the curve skeletonization incorporates a single user-parameter to filter spurious curve-skeleton branches. Furthermore, segment borders are smooth and minimally twisting by construction. We demonstrate our method on several real-world examples and compare it to existing part-type segmentation methods.
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    Context Aware Terrain Visualization for Wayfinding and Navigation
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Moeser, Sebastian; Degener, Patrick; Wahl, Roland; Klein, Reinhard
    To assist wayfinding and navigation, the display of maps and driving directions on mobile devices is nowadays commonplace. While existing system can naturally exploit GPS information to facilitate orientation, the inherently limited screen space is often perceived as a drawback compared to traditional street maps as it constrains the perception of contextual information. Moreover, occlusion issues add to this problem if the environment is shown from the popular egocentric perspective.In this paper we describe an interactive visualization system that addresses these problems by reallocating the available screen space. At the heart of our system are three novel visualization techniques: First, we propose a non-standard perspective that allows to blend between the familiar pedestrian perspective and a standard map depiction with reduced occlusion. Second, we derive an efficient deformation technique that allows an interactive allocation of screen space to areas of interest like e.g. nearby touristic attractions. Finally, a path adaptive isometric perspective is proposed that reveals otherwise hidden facades in top-down views. We describe efficient implementations of all techniques and exemplify our interactive system on real world urban models.
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    Online Personalised Non-photorealistic Rendering Technique for 3D Geometry from Incremental Sketching
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Ku, Daychyi; Qin, Shengfeng; Wright, David K.; Ma, Cuixia
    This paper presents an online personalised non-photorealistic rendering (NPR) technique for 3D models generated from interactively sketched input. This technique has been integrated into a sketch-based modelling system. It lets users interact with computers by drawing naturally, without specifying the number, order, or direction of strokes. After sketches are interpreted as 3D objects, they can be rendered with personalised drawing styles so that the reconstructed 3D model can be presented in a sketchy style similar in appearance to what have been drawn for the 3D model. This technique captures the user s drawing style without using template or prior knowledge of the sketching style. The personalised rendering style can be applied to both visible and initially invisible geometry. The rendering strokes are intelligently selected from the input sketches and mapped to edges of the 3D object. In addition, non-geometric information such as surface textures can be added to the recognised object in different sketching modes. This will integrate sketch-based incremental 3D modelling and NPR into conceptual design.
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    A Hidden-picture Puzzles Generator
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Yoon, Jong-Chul; Lee, In-Kwon; Kang, Henry
    A hidden-picture puzzle contains objects hidden in a background image, in such a way that each object fits closely into a local region of the background. Our system converts image of the background and objects into line drawing, and then finds places in which to hide transformed versions of the objects using rotation-invariant shape context matching. During the hiding process, each object is subjected to a slight deformation to enhance its similarity to the background. The results were assessed by a panel of puzzle-solvers.
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    Automatic Facsimile of Chinese Calligraphic Writings
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Xu, Songhua; Jiang, Hao; Jin, Tao; Lau, Francis C.M.; Pan, Yunhe
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    Real-time Animation of Sand-Water Interaction
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Rungjiratananon, Witawat; Szego, Zoltan; Kanamori, Yoshihiro; Nishita, Tomoyuki
    Recent advances in physically-based simulations have made it possible to generate realistic animations. However, in the case of solid-fluid coupling, wetting effects have rarely been noticed despite their visual importance especially in interactions between fluids and granular materials.This paper presents a simple particle-based method to model the physical mechanism of wetness propagating through granular materials; Fluid particles are absorbed in the spaces between the granular particles and these wetted granular particles then stick together due to liquid bridges that are caused by surface tension and which will subsequently disappear when over-wetting occurs. Our method can handle these phenomena by introducing a wetness value for each granular particle and by integrating those aspects of behavior that are dependent on wetness into the simulation framework. Using this method, a GPU-based simulator can achieve highly dynamic animations that include wetting effects in real time.
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    Robust and Efficient Wave Simulations on Deforming Meshes
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Angst, Roland; Thuerey, Nils; Botsch, Mario; Gross, Markus
    The goal of this paper is to enable the interactive simulation of phenomena such as animated fluid characters. While full 3D fluid solvers achieve this with control algorithms, these 3D simulations are usually too costly for real-time environments. In order to achieve our goal, we reduce the problem from a three- to a two-dimensional one, and make use of the shallow water equations to simulate surface waves that can be solved very efficiently. In addition to a low runtime cost, stability is likewise crucial for interactive applications. Hence, we make use of an implicit time integration scheme to obtain a robust solver. To ensure a low energy dissipation, we apply an Implicit Newmark time integration scheme. We propose a general formulation of the underlying equations that is tailored towards the use with an Implicit Newmark integrator. Furthermore, we gain efficiency by making use of a direct solver. Due to the generality of our formulation, the fluid simulation can be coupled interactively with arbitrary external forces, such as forces caused by inertia or collisions. We will discuss the properties of our algorithm, and demonstrate its robustness with simulations on strongly deforming meshes.
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    Simulating Inextensible Cloth Using Impulses
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Ye, Juntao
    Computer simulation of cloth is often plagued by springs being over-stretched. The evaluation of impulses to prevent over-stretching is explained step-by-step. Our impulse approach controls the length of springs by a nonlinear system and then a novel linearization of it into a symmetric positive definite system. The cloth/solid collision handling is integrated into the linearized system seamlessly. Some results based on this method are also presented.
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    Smart Motion Synthesis
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Oshita, Masaki
    Creating long motion sequences is a time-consuming task even when motion capture equipment or motion editing tools are used. In this paper, we propose a system for creating a long motion sequence by combining elementary motion clips. The user is asked to first input motions on a timeline. The system then automatically generates a continuous and natural motion. Our system employs four motion synthesis methods: motion transition, motion connection, motion adaptation, and motion composition. Based on the constraints between the feet of the animated character and the ground, and the timing of the input motions, the appropriate method is determined for each pair of overlapped or sequential motions. As the user changes the arrangement of the motion clips, the system interactively changes the output motion. Alternatively, the user can make the system execute an input motion as soon as possible so that it follows the previous motion smoothly. Using our system, users can make use of existing motion clips. Because the entire process is automatic, even novices can easily use our system. A prototype system demonstrates the effectiveness of our approach.
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    Local Volume Preservation for Skinned Characters
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Rohmer, Damien; Hahmann, Stefanie; Cani, Marie-Paule
    Generating plausible deformations of a character skin within the standard production pipeline is a challenge. This paper presents a volume preservation method dedicated to skinned characters. As usual, the character is defined by a skin mesh at some rest pose and an animation skeleton. At each animation step, skin deformations are first computed using standard SSD. Our method corrects the result using a set of local deformations which model the fold-over-free, constant volume behavior of soft tissues. This is done geometrically, without the need of any physically-based simulation. To make the method easily applicable, we also provide automatic ways to extract the local regions where volume is to be preserved and to compute adequate skinning weights, both based on the character s morphology.
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    A Resolution Independent Approach for the Accurate Rendering of Grooved Surfaces
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Bosch, C.; Pueyo, X.; Merillou, S.; Ghazanfarpour, D.
    This paper presents a method for the accurate rendering of path-based surface details such as grooves, scratches and similar features. The method is based on a continuous representation of the features in texture space, and the rendering is performed by means of two approaches: one for isolated or non-intersecting grooves and another for special situations like intersections or ends. The proposed solutions perform correct antialiasing and take into account visibility and inter-reflections with little computational effort and memory requirements. Compared to anisotropic BRDFs and scratch models, we have no limitations on the distribution of grooves over the surface or their geometry, thus allowing more general patterns. Compared to displacement mapping techniques, we can efficiently simulate features of all sizes without requiring additional geometry or multiple representations.
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    A Prism-Free Method for Silhouette Rendering in Inverse Displacement Mapping
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Chen, Ying-Chieh; Chang, Chun-Fa
    Silhouette is a key feature that distinguishes displacement mapping from normal mapping. However the silhouette rendering in the GPU implementation of displacement mapping (which is often called inversed displacement mapping) is tricky. Previous approaches rely mostly on construction of additional extruding prism-like geometry, which slows down the rendering significantly. In this paper, we proposed a method for solving the silhouette rendering problem in inverse displace mapping without using any extruding prism-like geometry. At each step of intersection finding, we continuously bends the viewing ray according to the current local tangent space associated with the surface. Thus, it allows mapping a displacement map onto an arbitrary curved surface with more accurate silhouette. While our method is simple, it offers surprisingly good results over Curved Relief Map (CRM) [OP05] in many difficult or degenerated cases.
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    Gradient-based Interpolation and Sampling for Real-time Rendering of Inhomogeneous, Single-scattering Media
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Ren, Zhong; Zhou, Kun; Lin, Stephen; Guo, Baining
    We present a real-time rendering algorithm for inhomogeneous, single scattering media, where all-frequency shading effects such as glows, light shafts, and volumetric shadows can all be captured. The algorithm first computes source radiance at a small number of sample points in the medium, then interpolates these values at other points in the volume using a gradient-based scheme that is efficiently applied by sample splatting. The sample points are dynamically determined based on a recursive sample splitting procedure that adapts the number and locations of sample points for accurate and efficient reproduction of shading variations in the medium. The entire pipeline can be easily implemented on the GPU to achieve real-time performance for dynamic lighting and scenes. Rendering results of our method are shown to be comparable to those from ray tracing.
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    Real-Time Depth-of-Field Rendering Using Point Splatting on Per-Pixel Layers
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Lee, Sungkil; Kim, Gerard Jounghyun; Choi, Seungmoon
    We present a real-time method for rendering a depth-of-field effect based on the per-pixel layered splatting where source pixels are scattered on one of the three layers of a destination pixel. In addition, the missing information behind foreground objects is filled with an additional image of the areas occluded by nearer objects. The method creates high-quality depth-of-field results even in the presence of partial occlusion, without major artifacts often present in the previous real-time methods. The method can also be applied to simulating defocused highlights. The entire framework is accelerated by GPU, enabling real-time post-processing for both off-line and interactive applications.
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    Caustic Forecasting: Unbiased Estimation of Caustic Lighting for Global Illumination
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Budge, B. C.; Anderson, J. C.; Joy, K. I.
    We present an unbiased method for generating caustic lighting using importance sampled Path Tracing with Caustic Forecasting. Our technique is part of a straightforward rendering scheme which extends the Illumination by Weak Singularities method to allow for fully unbiased global illumination with rapid convergence. A photon shooting preprocess, similar to that used in Photon Mapping, generates photons that interact with specular geometry. These photons are then clustered, effectively dividing the scene into regions which will contribute similar amounts of caustic lighting to the image. Finally, the photons are stored into spatial data structures associated with each cluster, and the clusters themselves are organized into a spatial data structure for fast searching. During rendering we use clusters to decide the caustic energy importance of a region, and use the local photons to aid in importance sampling, effectively reducing the number of samples required to capture caustic lighting.
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    Photon-driven Irradiance Cache
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Brouillat, J.; Gautron, P.; Bouatouch, K.
    We describe a global illumination method combining two well known techniques: photon mapping and irradiance caching. The photon mapping method has the advantage of being view independent but requires a costly additional rendering pass, called final gathering. As for irradiance caching, it is view-dependent, irradiance is only computed and cached on surfaces of the scene as viewed by a single camera. To compute records covering the entire scene, the irradiance caching method has to be run for many cameras, which takes a long time and is a tedious task since the user has to place the needed cameras manually. Our method exploits the advantages of these two methods and avoids any intervention of the user. It computes a refined, view-independent irradiance cache from a photon map. The global illumination solution is then rendered interactively using radiance cache splatting.
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    Interactive Global Illumination for Deformable Geometry in CUDA
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Schmitz, Arne; Tavenrath, Markus; Kobbelt, Leif
    Interactive global illumination for fully deformable scenes with dynamic relighting is currently a very elusive goal in the area of realistic rendering. In this work we propose a system that is based on explicit visibility calculations and which is highly efficient and scalable. The rendering equation defines the light exchange between surfaces, which we approximate by subsampling. By utilizing the power of modern parallel GPUs using the CUDA framework we achieve interactive frame rates. Since we update the global illumination continuously in an asynchronous fashion, we maintain interactivity at all times for moderately complex scenes. We show that we can achieve higher frame rates for scenes with moving light sources, diffuse indirect illumination and dynamic geometry than other current methods, while maintaining a high image quality.
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    Interactive Glossy Reflections using GPU-based Ray Tracing with Adaptive LOD
    (The Eurographics Association and Blackwell Publishing Ltd, 2008) Yu, Xuan; Wang, Rui; Yu, Jingyi
    We present an interactive GPU-based algorithm for accurately rendering high-quality, dynamic glossy reflection effects from both HDR environment maps and local scene objects. Our method uses hardware rasterization to produce primary pixels, and GPU-based BRDF importance sampling [CK07] to quickly generate reflected rays. We utilize a fast GPU ray tracer proposed by Carr et al. [CHCH06] to compute reflection hits. Our main contribution is an adaptive level-of-detail (LOD) control algorithm that greatly improves ray tracing performance during reflection shading. Specifically, we use the solid angle represented by each reflected ray to adaptively pick the level of termination in the BVH traversal step during ray tracing. This leads to 2 - 3x speedup over an unmodified implementation of [CHCH06]. Based on the same solid angle measure, we derive a texture filtering formula to reduce reflection aliasing artifacts, taking advantage of hardware MIP mapping. This extends the filtering algorithm presented in [CK07] from environment mapping to local scene reflection. Using our algorithm, we demonstrate interactive rendering rates for several scenes featuring dynamic lighting and material changes, spatially varying BRDF parameters, and rigid-body object movement.