EG 2016 - STARs

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State of the Art Reports
Directional Field Synthesis, Design, and Processing
Amir Vaxman, Marcel Campen, Olga Diamanti, Daniele Panozzo, David Bommes, Klaus Hildebrandt, and Mirela Ben-Chen
3D Skeletons: A State-of-the-Art Report
Andrea Tagliasacchi, Thomas Delame, Michela Spagnuolo, Nina Amenta, and Alexandru Telea
Laplacian Spectral Kernels and Distances for Geometry Processing and Shape Analysis
Giuseppe Patané
BRDF Representation and Acquisition
Dar'ya Guarnera, Giuseppe Claudio Guarnera, Abhijeet Ghosh, Cornelia Denk, and Mashhuda Glencross

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    EUROGRAPHICS 2016: State of the Art Reports Frontmatter
    (The Eurographics Association and John Wiley & Sons Ltd., 2016) Joaquim Madeira; Gustavo Patow;
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    Directional Field Synthesis, Design, and Processing
    (The Eurographics Association and John Wiley & Sons Ltd., 2016) Vaxman, Amir; Campen, Marcel; Diamanti, Olga; Panozzo, Daniele; Bommes, David; Hildebrandt, Klaus; Ben-Chen, Mirela; Joaquim Madeira and Gustavo Patow
    Direction fields and vector fields play an increasingly important role in computer graphics and geometry processing. The synthesis of directional fields on surfaces, or other spatial domains, is a fundamental step in numerous applications, such as mesh generation, deformation, texture mapping, and many more. The wide range of applications resulted in definitions for many types of directional fields: from vector and tensor fields, over line and cross fields, to frame and vector-set fields. Depending on the application at hand, researchers have used various notions of objectives and constraints to synthesize such fields. These notions are defined in terms of fairness, feature alignment, symmetry, or field topology, to mention just a few. To facilitate these objectives, various representations, discretizations, and optimization strategies have been developed. These choices come with varying strengths and weaknesses. This report provides a systematic overview of directional field synthesis for graphics applications, the challenges it poses, and the methods developed in recent years to address these challenges.
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    Laplacian Spectral Kernels and Distances for Geometry Processing and Shape Analysis
    (The Eurographics Association and John Wiley & Sons Ltd., 2016) Patané, Giuseppe; Joaquim Madeira and Gustavo Patow
    In geometry processing and shape analysis, several applications have been addressed through the properties of the spectral kernels and distances, such as commute-time, biharmonic, diffusion, and wave distances. Our survey is intended to provide a background on the properties, discretization, computation, and main applications of the Laplace-Beltrami operator, the associated differential equations (e.g., harmonic equation, Laplacian eigenproblem, diffusion and wave equations), Laplacian spectral kernels and distances (e.g., commute-time, biharmonic, wave, diffusion distances). While previous work has been focused mainly on specific applications of the aforementioned topics on surface meshes, we propose a general approach that allows us to review Laplacian kernels and distances on surfaces and volumes, and for any choice of the Laplacian weights. All the reviewed numerical schemes for the computation of the Laplacian spectral kernels and distances are discussed in terms of robustness, approximation accuracy, and computational cost, thus supporting the reader in the selection of the most appropriate method with respect to shape representation, computational resources, and target application.
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    3D Skeletons: A State-of-the-Art Report
    (The Eurographics Association and John Wiley & Sons Ltd., 2016) Tagliasacchi, Andrea; Delame, Thomas; Spagnuolo, Michela; Amenta, Nina; Telea, Alexandru; Joaquim Madeira and Gustavo Patow
    Given a shape, a skeleton is a thin centered structure which jointly describes the topology and the geometry of the shape. Skeletons provide an alternative to classical boundary or volumetric representations, which is especially effective for applications where one needs to reason about, and manipulate, the structure of a shape. These skeleton properties make them powerful tools for many types of shape analysis and processing tasks. For a given shape, several skeleton types can be defined, each having its own properties, advantages, and drawbacks. Similarly, a large number of methods exist to compute a given skeleton type, each having its own requirements, advantages, and limitations. While using skeletons for two-dimensional (2D) shapes is a relatively well covered area, developments in the skeletonization of three-dimensional (3D) shapes make these tasks challenging for both researchers and practitioners. This survey presents an overview of 3D shape skeletonization. We start by presenting the definition and properties of various types of 3D skeletons. We propose a taxonomy of 3D skeletons which allows us to further analyze and compare them with respect to their properties. We next overview methods and techniques used to compute all described 3D skeleton types, and discuss their assumptions, advantages, and limitations. Finally, we describe several applications of 3D skeletons, which illustrate their added value for different shape analysis and processing tasks.
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    BRDF Representation and Acquisition
    (The Eurographics Association and John Wiley & Sons Ltd., 2016) Guarnera, Dar'ya; Guarnera, Giuseppe Claudio; Ghosh, Abhijeet; Denk, Cornelia; Glencross, Mashhuda; Joaquim Madeira and Gustavo Patow
    Photorealistic rendering of real world environments is important in a range of different areas; including Visual Special effects, Interior/Exterior Modelling, Architectural Modelling, Cultural Heritage, Computer Games and Automotive Design. Currently, rendering systems are able to produce photorealistic simulations of the appearance of many real-world materials. In the real world, viewer perception of objects depends on the lighting and object/material/surface characteristics, the way a surface interacts with the light and on how the light is reflected, scattered, absorbed by the surface and the impact these characteristics have on material appearance. In order to re-produce this, it is necessary to understand how materials interact with light. Thus the representation and acquisition of material models has become such an active research area. This survey of the state-of-the-art of BRDF Representation and Acquisition presents an overview of BRDF (Bidirectional Reflectance Distribution Function) models used to represent surface/material reflection characteristics, and describes current acquisition methods for the capture and rendering of photorealistic materials.