35-Issue 6

Permanent URI for this collection

Issue Information

Issue Information

Articles

Detection of Geometric Temporal Changes in Point Clouds

Palma, Gianpaolo
Cignoni, Paolo
Boubekeur, Tamy
Scopigno, Roberto
Articles

Line‐Drawing Video Stylization

Ben‐Zvi, N.
Bento, J.
Mahler, M.
Hodgins, J.
Shamir, A.
Articles

Example‐Driven Procedural Urban Roads

Nishida, G.
Garcia‐Dorado, I.
Aliaga, D. G.
Articles

Two Simple Methods for Improving a Triangle Mesh Surface

Renka, Robert J.
Articles

Recent Trends, Applications, and Perspectives in 3D Shape Similarity Assessment

Biasotti, S.
Cerri, A.
Bronstein, A.
Bronstein, M.
Articles

Coordinated Crowd Simulation With Topological Scene Analysis

Barnett, Adam
Shum, Hubert P. H.
Komura, Taku
Articles

Pairwise Registration by Local Orientation Cues

Petrelli, Alioscia
Di Stefano, Luigi
Articles

SAR: Stroke Authorship Recognition

Shaheen, Sara
Rockwood, Alyn
Ghanem, Bernard


BibTeX (35-Issue 6)
                
@article{
10.1111:cgf.13067,
journal = {Computer Graphics Forum}, title = {{
Issue Information}},
author = {}, year = {
2016},
publisher = {
Copyright © 2016 The Eurographics Association and John Wiley & Sons Ltd.},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13067}
}
                
@article{
10.1111:cgf.12730,
journal = {Computer Graphics Forum}, title = {{
Detection of Geometric Temporal Changes in Point Clouds}},
author = {
Palma, Gianpaolo
 and
Cignoni, Paolo
 and
Boubekeur, Tamy
 and
Scopigno, Roberto
}, year = {
2016},
publisher = {
Copyright © 2016 The Eurographics Association and John Wiley & Sons Ltd.},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.12730}
}
                
@article{
10.1111:cgf.12729,
journal = {Computer Graphics Forum}, title = {{
Line‐Drawing Video Stylization}},
author = {
Ben‐Zvi, N.
 and
Bento, J.
 and
Mahler, M.
 and
Hodgins, J.
 and
Shamir, A.
}, year = {
2016},
publisher = {
Copyright © 2016 The Eurographics Association and John Wiley & Sons Ltd.},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.12729}
}
                
@article{
10.1111:cgf.12728,
journal = {Computer Graphics Forum}, title = {{
Example‐Driven Procedural Urban Roads}},
author = {
Nishida, G.
 and
Garcia‐Dorado, I.
 and
Aliaga, D. G.
}, year = {
2016},
publisher = {
Copyright © 2016 The Eurographics Association and John Wiley & Sons Ltd.},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.12728}
}
                
@article{
10.1111:cgf.12731,
journal = {Computer Graphics Forum}, title = {{
Two Simple Methods for Improving a Triangle Mesh Surface}},
author = {
Renka, Robert J.
}, year = {
2016},
publisher = {
Copyright © 2016 The Eurographics Association and John Wiley & Sons Ltd.},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.12731}
}
                
@article{
10.1111:cgf.12734,
journal = {Computer Graphics Forum}, title = {{
Recent Trends, Applications, and Perspectives in 3D Shape Similarity Assessment}},
author = {
Biasotti, S.
 and
Cerri, A.
 and
Bronstein, A.
 and
Bronstein, M.
}, year = {
2016},
publisher = {
Copyright © 2016 The Eurographics Association and John Wiley & Sons Ltd.},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.12734}
}
                
@article{
10.1111:cgf.12735,
journal = {Computer Graphics Forum}, title = {{
Coordinated Crowd Simulation With Topological Scene Analysis}},
author = {
Barnett, Adam
 and
Shum, Hubert P. H.
 and
Komura, Taku
}, year = {
2016},
publisher = {
Copyright © 2016 The Eurographics Association and John Wiley & Sons Ltd.},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.12735}
}
                
@article{
10.1111:cgf.12732,
journal = {Computer Graphics Forum}, title = {{
Pairwise Registration by Local Orientation Cues}},
author = {
Petrelli, Alioscia
 and
Di Stefano, Luigi
}, year = {
2016},
publisher = {
Copyright © 2016 The Eurographics Association and John Wiley & Sons Ltd.},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.12732}
}
                
@article{
10.1111:cgf.12733,
journal = {Computer Graphics Forum}, title = {{
SAR: Stroke Authorship Recognition}},
author = {
Shaheen, Sara
 and
Rockwood, Alyn
 and
Ghanem, Bernard
}, year = {
2016},
publisher = {
Copyright © 2016 The Eurographics Association and John Wiley & Sons Ltd.},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.12733}
}

Browse

Recent Submissions

Now showing 1 - 9 of 9
  • Item
    Issue Information
    (Copyright © 2016 The Eurographics Association and John Wiley & Sons Ltd., 2016) Chen, Min and Zhang, Hao (Richard)
  • Item
    Detection of Geometric Temporal Changes in Point Clouds
    (Copyright © 2016 The Eurographics Association and John Wiley & Sons Ltd., 2016) Palma, Gianpaolo; Cignoni, Paolo; Boubekeur, Tamy; Scopigno, Roberto; Chen, Min and Zhang, Hao (Richard)
    Detecting geometric changes between two 3D captures of the same location performed at different moments is a critical operation for all systems requiring a precise segmentation between change and no‐change regions. Such application scenarios include 3D surface reconstruction, environment monitoring, natural events management and forensic science. Unfortunately, typical 3D scanning setups cannot provide any one‐to‐one mapping between measured samples in static regions: in particular, both extrinsic and intrinsic sensor parameters may vary over time while sensor noise and outliers additionally corrupt the data. In this paper, we adopt a multi‐scale approach to robustly tackle these issues. Starting from two point clouds, we first remove outliers using a probabilistic operator. Then, we detect the actual change using the implicit surface defined by the point clouds under a Growing Least Square reconstruction that, compared to the classical proximity measure, offers a more robust change/no‐change characterization near the temporal intersection of the scans and in the areas exhibiting different sampling density and direction. The resulting classification is enhanced with a spatial reasoning step to solve critical geometric configurations that are common in man‐made environments. We validate our approach on a synthetic test case and on a collection of real data sets acquired using commodity hardware. Finally, we show how 3D reconstruction benefits from the resulting precise change/no‐change segmentation.Detecting geometric changes between two 3D captures of the same location performed at different moments is a critical operation for all systems requiring a precise segmentation between change and no‐change regions. Unfortunately, typical 3D scanning setups cannot provide any oneto‐one mapping between measured samples in static regions: both extrinsic and intrinsic sensor parameters may vary over time while sensor noise and outliers additionally corrupt the data. In this paper, we adopt a multi‐scale approach to robustly tackle these issues, obtaining a robust segmentation near the temporal intersection of the scans and in the areas with different sampling density and direction.
  • Item
    Line‐Drawing Video Stylization
    (Copyright © 2016 The Eurographics Association and John Wiley & Sons Ltd., 2016) Ben‐Zvi, N.; Bento, J.; Mahler, M.; Hodgins, J.; Shamir, A.; Chen, Min and Zhang, Hao (Richard)
    We present a method to automatically convert videos and CG animations to stylized animated line drawings. Using a data‐driven approach, the animated drawings can follow the sketching style of a specific artist. Given an input video, we first extract edges from the video frames and vectorize them to curves. The curves are matched to strokes from an artist's library, while following the artist's stroke distribution and characteristics. The key challenge in this process is to match the large number of curves in the frames over time, despite topological and geometric changes, allowing to maintain temporal coherence in the output animation. We solve this problem using constrained optimization to build correspondences between tracked points and create smooth sheets over time. These sheets are then replaced with strokes from the artist's database to render the final animation. We evaluate our tracking algorithm on various examples and show stylized animation results based on various artists.We present a method to automatically convert videos and CG animations to stylized animated line drawings. Using a data ‐driven approach, the animated drawings can follow the sketching style of a specific artist. Given an input video, we first extract edges from the video frames and vectorize them to curves. The curves are matched to strokes from an artist's library, while following the artist's stroke distribution and characteristics. The key challenge in this process is to match the large number of curves in the frames over time, despite topological and geometric changes, allowing to maintain temporal coherence in the output animation. We solve this problem using constrained optimization to build correspondences between tracked points and create smooth sheets over time.
  • Item
    Example‐Driven Procedural Urban Roads
    (Copyright © 2016 The Eurographics Association and John Wiley & Sons Ltd., 2016) Nishida, G.; Garcia‐Dorado, I.; Aliaga, D. G.; Chen, Min and Zhang, Hao (Richard)
    Synthesizing and exploring large‐scale realistic urban road networks is beneficial to 3D content creation, traffic animation and urban planning. In this paper, we present an interactive tool that allows untrained users to design roads with complex realistic details and styles. Roads are generated by growing a geometric graph. During a sketching phase, the user specifies the target area and the examples. During a growing phase, two types of growth are effectively applied to generate roads in the target area; example‐based growth uses patches extracted from the source example to generate roads that preserve some interesting structures in the example road networks; procedural‐based growth uses the statistical information of the source example while effectively adapting the roads to the underlying terrain and the already generated roads. User‐specified warping, blending and interpolation operations are used at will to produce new road network designs that are inspired by the examples. Finally, our method computes city blocks, individual parcels and plausible building and tree geometries. We have used our approach to create road networks covering up to 200 and containing over 3500 km of roads.Synthesizing and exploring large‐scale realistic urban road networks is beneficial to 3D content creation, traffic animation and urban planning. In this paper, we present an interactive tool that allows untrained users to design roads with complex realistic details and styles. Roads are generated by growing a geometric graph. During a sketching phase, the user specifies the target area and the examples. During a growing phase, two types of growth are effectively applied to generate roads in the target area; example‐based growth uses patches extracted from the source example to generate roads that preserve some interesting structures in the example road networks; procedural‐based growth uses the statistical information of the source example while effectively adapting the roads to the underlying terrain and the already generated roads.
  • Item
    Two Simple Methods for Improving a Triangle Mesh Surface
    (Copyright © 2016 The Eurographics Association and John Wiley & Sons Ltd., 2016) Renka, Robert J.; Chen, Min and Zhang, Hao (Richard)
    We present two simple and efficient local methods that reposition vertices of a triangle mesh surface with the goal of producing good triangle shapes while preserving the enclosed volume and sharp features. The methods involve minimizing a quadratic energy functional with respect to variations in a tangent plane (or in the direction of a crease) at each free vertex. One of the methods is aimed at producing uniform angles, while the other method is designed to produce uniform triangle areas, or more generally, to force relative triangle areas to conform to curvature estimates or estimates of local feature size so that vertex density is low in flat spots and relatively high in regions of large curvature. Test results demonstrate the effectiveness of both methods, especially when combined.We present two simple and efficient local methods that reposition vertices of a triangle mesh surface with the goal of producing good triangle shapes while preserving the enclosed volume and sharp features. The methods involve minimizing a quadratic energy functional with respect to variations in a tangent plane (or in the direction of a crease) at each free vertex. One of the methods is aimed at producing uniform angles, while the other method is designed to produce uniform triangle areas, or more generally, to force relative triangle areas to conform to curvature estimates or estimates of local feature size so that vertex density is low in flat spots and relatively high in regions of large curvature. Test results demonstrate the effectiveness of both methods, especially when combined.
  • Item
    Recent Trends, Applications, and Perspectives in 3D Shape Similarity Assessment
    (Copyright © 2016 The Eurographics Association and John Wiley & Sons Ltd., 2016) Biasotti, S.; Cerri, A.; Bronstein, A.; Bronstein, M.; Chen, Min and Zhang, Hao (Richard)
    The recent introduction of 3D shape analysis frameworks able to quantify the deformation of a shape into another in terms of the variation of real functions yields a new interpretation of the 3D shape similarity assessment and opens new perspectives. Indeed, while the classical approaches to similarity mainly quantify it as a numerical score, map‐based methods also define (dense) shape correspondences. After presenting in detail the theoretical foundations underlying these approaches, we classify them by looking at their most salient features, including the kind of structure and invariance properties they capture, as well as the distances and the output modalities according to which the similarity between shapes is assessed and returned. We also review the usage of these methods in a number of 3D shape application domains, ranging from matching and retrieval to annotation and segmentation. Finally, the most promising directions for future research developments are discussed.The recent introduction of 3D shape analysis frameworks able to quantify the deformation of a shape into another in terms of the variation of real functions yields a new interpretation of the 3D shape similarity assessment and opens new perspectives. Indeed, while the classical approaches to similarity mainly quantify it as a numerical score, map‐based methods also define (dense) shape correspondences.
  • Item
    Coordinated Crowd Simulation With Topological Scene Analysis
    (Copyright © 2016 The Eurographics Association and John Wiley & Sons Ltd., 2016) Barnett, Adam; Shum, Hubert P. H.; Komura, Taku; Chen, Min and Zhang, Hao (Richard)
    This paper proposes a new algorithm to produce globally coordinated crowds in an environment with multiple paths and obstacles. Simple greedy crowd control methods easily lead to congestion at bottlenecks within scenes, as the characters do not cooperate with one another. In computer animation, this problem degrades crowd quality especially when ordered behaviour is needed, such as soldiers marching towards a castle. Similarly, in applications such as real‐time strategy games, this often causes player frustration, as the crowd will not move as efficiently as it should. Also, planning of building would usually require visualization of ordered evacuation to maximize the flow. Planning such globally coordinated crowd movement is usually labour intensive. Here, we propose a simple solution that is easy to use and efficient in computation. First, we compute the harmonic field of the environment, taking into account the starting points, goals and obstacles. Based on the field, we represent the topology of the environment using a Reeb Graph, and calculate the maximum capacity for each path in the graph. With the harmonic field and the Reeb Graph, path planning of crowd can be performed using a lightweight algorithm, such that any blocking of one another's paths is minimized. Comparing to previous methods, our system can synthesize globally coordinated crowd with smooth and efficient movement. It also enables control of the crowd with high‐level parameters such as the degree of cooperation and congestion. Finally, the method is scalable to thousands of characters with minimal impact to computation time. It is best applied in interactive crowd synthesis systems such as animation designs and real‐time strategy games.This paper proposes a new algorithm to produce globally coordinated crowds in an environment with multiple paths and obstacles. Simple greedy crowd control methods easily lead to congestion at bottlenecks within scenes, as the characters do not cooperate with one another. In computer animation, this problem degrades crowd quality especially when ordered behaviour is needed, such as soldiers marching towards a castle. Similarly, in applications such as real‐time strategy games, this often causes player frustration, as the crowd will not move as efficiently as it should. Also, planning of building would usually require visualization of ordered evacuation to maximize the flow. Planning such globally coordinated crowd movement is usually labour intensive.
  • Item
    Pairwise Registration by Local Orientation Cues
    (Copyright © 2016 The Eurographics Association and John Wiley & Sons Ltd., 2016) Petrelli, Alioscia; Di Stefano, Luigi; Chen, Min and Zhang, Hao (Richard)
    Inspired by recent work on robust and fast computation of 3D Local Reference Frames (LRFs), we propose a novel pipeline for coarse registration of 3D point clouds. Key to the method are: (i) the observation that any two corresponding points endowed with an LRF provide a hypothesis on the rigid motion between two views, (ii) the intuition that feature points can be matched based solely on cues directly derived from the computation of the LRF, (iii) a feature detection approach relying on a saliency criterion which captures the ability to establish an LRF repeatably. Unlike related work in literature, we also propose a comprehensive experimental evaluation based on diverse kinds of data (such as those acquired by laser scanners, Kinect and stereo cameras) as well as on quantitative comparison with respect to other methods. We also address the issue of setting the many parameters that characterize coarse registration pipelines fairly and realistically. The experimental evaluation vouches that our method can handle effectively data acquired by different sensors and is remarkably fast.Inspired by recent work on robust and fast computation of 3D Local Reference Frames (LRFs), we propose a novel pipeline for coarse registration of 3D point clouds. Key to the method are: (i) the observation that any two corresponding points endowed with an LRF provide a hypothesis on the rigid motion between two views, (ii) the intuition that feature points can be matched based solely on cues directly derived from the computation of the LRF, (iii) a feature detection approach relying on a saliency criterion which captures the ability to establish an LRF repeatably.
  • Item
    SAR: Stroke Authorship Recognition
    (Copyright © 2016 The Eurographics Association and John Wiley & Sons Ltd., 2016) Shaheen, Sara; Rockwood, Alyn; Ghanem, Bernard; Chen, Min and Zhang, Hao (Richard)
    Are simple strokes unique to the artist or designer who renders them? If so, can this idea be used to identify authorship or to classify artistic drawings? Also, could training methods be devised to develop particular styles? To answer these questions, we propose the Stroke Authorship Recognition (SAR) approach, a novel method that distinguishes the authorship of 2D digitized drawings. SAR converts a drawing into a histogram of stroke attributes that is discriminative of authorship. We provide extensive classification experiments on a large variety of data sets, which validate SAR's ability to distinguish unique authorship of artists and designers. We also demonstrate the usefulness of SAR in several applications including the detection of fraudulent sketches, the training and monitoring of artists in learning a particular new style and the first quantitative way to measure the quality of automatic sketch synthesis tools.Are simple strokes unique to the artist or designer who renders them? If so, can this idea be used to identify authorship or to classify artistic drawings? Also, could training methods be devised to develop particular styles? To answer these questions, we propose the Stroke Authorship Recognition (SAR) approach, a novel method that distinguishes the authorship of 2D digitized drawings. SAR converts a drawing into a histogram of stroke attributes that is discriminative of authorship.