39-Issue 6

Permanent URI for this collection

Issue Information

Issue Information

Articles

ConceptGraph: A Formal Model for Interpretation and Reasoning During Visual Analysis

Karer, B.
Scheler, I.
Hagen, H.
Leitte, H.
Articles

Exploring the Effects of Aggregation Choices on Untrained Visualization Users' Generalizations From Data

Nguyen, F.
Qiao, X.
Heer, J.
Hullman, J.
Articles

Real‐Time Deformation with Coupled Cages and Skeletons

Corda, F.
Thiery, J. M.
Livesu, M.
Puppo, E.
Boubekeur, T.
Scateni, R.
Articles

Hyperspectral Inverse Skinning

Liu, Songrun
Tan, Jianchao
Deng, Zhigang
Gingold, Yotam
Articles

A Survey on Visualizations for Musical Data

Khulusi, R.
Kusnick, J.
Meinecke, C.
Gillmann, C.
Focht, J.
Jänicke, S.
Articles

A Discriminative Multi‐Channel Facial Shape (MCFS) Representation and Feature Extraction for 3D Human Faces

Gong, Xun
Li, Xin
Li, Tianrui
Liang, Yongqing
Articles

Curve Skeleton Extraction From 3D Point Clouds Through Hybrid Feature Point Shifting and Clustering

Hu, Hailong
Li, Zhong
Jin, Xiaogang
Deng, Zhigang
Chen, Minhong
Shen, Yi
Articles

Preserving Shadow Silhouettes in Illumination‐Driven Mesh Reduction

Bethe, F.
Jendersie, J.
Grosch, T.
Articles

Analysis of Schedule and Layout Tuning for Sparse Matrices With Compound Entries on GPUs

Mueller‐Roemer, J. S.
Stork, A.
Fellner, D.
Articles

Real‐Time Glints Rendering With Pre‐Filtered Discrete Stochastic Microfacets

Wang, Beibei
Deng, Hong
Holzschuch, Nicolas
Articles

Spherical Gaussian‐based Lightcuts for Glossy Interreflections

Huo, Y.C.
Jin, S.H.
Liu, T.
Hua, W.
Wang, R.
Bao, H.J.
Articles

Accelerating Liquid Simulation With an Improved Data‐Driven Method

Gao, Yang
Zhang, Quancheng
Li, Shuai
Hao, Aimin
Qin, Hong
Articles

ZerNet: Convolutional Neural Networks on Arbitrary Surfaces Via Zernike Local Tangent Space Estimation

Sun, Zhiyu
Rooke, Ethan
Charton, Jerome
He, Yusen
Lu, Jia
Baek, Stephen
Articles

Temporal Upsampling of Point Cloud Sequences by Optimal Transport for Plant Growth Visualization

Golla, Tim
Kneiphof, Tom
Kuhlmann, Heiner
Weinmann, Michael
Klein, Reinhard
Articles

From 2.5D Bas‐relief to 3D Portrait Model

Zhang, Yu‐Wei
Wang, Wenping
Chen, Yanzhao
Liu, Hui
Ji, Zhongping
Zhang, Caiming
Articles

Realistic Buoyancy Model for Real‐Time Applications

Bajo, J. M.
Patow, G.
Delrieux, C. A.
Articles

Quantum Coin Method for Numerical Integration

Shimada, N. H.
Hachisuka, T.
Articles

Non‐Uniform Subdivision Surfaces with Sharp Features

Tian, Yufeng
Li, Xin
Chen, Falai
Articles

Guide Me in Analysis: A Framework for Guidance Designers

Ceneda, Davide
Andrienko, Natalia
Andrienko, Gennady
Gschwandtner, Theresia
Miksch, Silvia
Piccolotto, Nikolaus
Schreck, Tobias
Streit, Marc
Suschnigg, Josef
Tominski, Christian
Articles

Making Sense of Scientific Simulation Ensembles With Semantic Interaction

Dahshan, M.
Polys, N. F.
Jayne, R. S.
Pollyea, R. M.
Articles

Constructing Human Motion Manifold With Sequential Networks

Jang, Deok‐Kyeong
Lee, Sung‐Hee
Articles

Modelling the Soft Robot Kyma Based on Real‐Time Finite Element Method

Martin‐Barrio, A.
Terrile, S.
Diaz‐Carrasco, M.
del Cerro, J.
Barrientos, A.
Articles

Image Morphing With Perceptual Constraints and STN Alignment

Fish, N.
Zhang, R.
Perry, L.
Cohen‐Or, D.
Shechtman, E.
Barnes, C.
Articles

VisualNeuro: A Hypothesis Formation and Reasoning Application for Multi‐Variate Brain Cohort Study Data

Jönsson, Daniel
Bergström, Albin
Forsell, Camilla
Simon, Rozalyn
Engström, Maria
Walter, Susanna
Ynnerman, Anders
Hotz, Ingrid
Articles

Physically Based Simulation and Rendering of Urban Thermography

Aguerre, José Pedro
García‐Nevado, Elena
Acuña Paz y Miño, Jairo
Fernández, Eduardo
Beckers, Benoit
Articles

NEVA: Visual Analytics to Identify Fraudulent Networks

A. Leite, Roger
Gschwandtner, Theresia
Miksch, Silvia
Gstrein, Erich
Kuntner, Johannes
Articles

Adaptive Block Coordinate Descent for Distortion Optimization

Naitsat, Alexander
Zhu, Yufeng
Zeevi, Yehoshua Y.
Articles

Interactive Subsurface Scattering for Materials With High Scattering Distances

Maisch, Sebastian
Ropinski, Timo
Articles

A Survey of Image Synthesis Methods for Visual Machine Learning

Tsirikoglou, A.
Eilertsen, G.
Unger, J.
Articles

Interactive Programming for Parametric CAD

Mathur, Aman
Pirron, Marcus
Zufferey, Damien
Articles

DockVis: Visual Analysis of Molecular Docking Trajectories

Furmanová, Katarína
Vávra, Ondřej
Kozlíková, Barbora
Damborský, Jiří
Vonásek, Vojtěch
Bednář, David
Byška, Jan
Articles

Data‐Driven Facial Simulation

Romeo, M.
Schvartzman, S. C.
Articles

Data Assimilation for Full 4D PC‐MRI Measurements: Physics‐Based Denoising and Interpolation

de Hoon, N. H. L. C.
Jalba, A.C.
Farag, E.S.
van Ooij, P.
Nederveen, A.J.
Eisemann, E.
Vilanova, A.
Articles

Progressive Acquisition of SVBRDF and Shape in Motion

Ha, Hyunho
Baek, Seung‐Hwan
Nam, Giljoo
Kim, Min H.
Articles

Multi‐Level Memory Structures for Simulating and Rendering Smoothed Particle Hydrodynamics

Winchenbach, R.
Kolb, A.
Articles

Stereo Inverse Brightness Modulation for Guidance in Dynamic Panorama Videos in Virtual Reality

Grogorick, Steve
Tauscher, Jan‐Philipp
Heesen, Nikkel
Castillo, Susana
Magnor, Marcus


BibTeX (39-Issue 6)
                
@article{
10.1111:cgf.13740,
journal = {Computer Graphics Forum}, title = {{
Issue Information}},
author = {}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13740}
}
                
@article{
10.1111:cgf.13899,
journal = {Computer Graphics Forum}, title = {{
ConceptGraph: A Formal Model for Interpretation and Reasoning During Visual Analysis}},
author = {
Karer, B.
 and
Scheler, I.
 and
Hagen, H.
 and
Leitte, H.
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13899}
}
                
@article{
10.1111:cgf.13902,
journal = {Computer Graphics Forum}, title = {{
Exploring the Effects of Aggregation Choices on Untrained Visualization Users' Generalizations From Data}},
author = {
Nguyen, F.
 and
Qiao, X.
 and
Heer, J.
 and
Hullman, J.
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13902}
}
                
@article{
10.1111:cgf.13900,
journal = {Computer Graphics Forum}, title = {{
Real‐Time Deformation with Coupled Cages and Skeletons}},
author = {
Corda, F.
 and
Thiery, J. M.
 and
Livesu, M.
 and
Puppo, E.
 and
Boubekeur, T.
 and
Scateni, R.
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13900}
}
                
@article{
10.1111:cgf.13903,
journal = {Computer Graphics Forum}, title = {{
Hyperspectral Inverse Skinning}},
author = {
Liu, Songrun
 and
Tan, Jianchao
 and
Deng, Zhigang
 and
Gingold, Yotam
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13903}
}
                
@article{
10.1111:cgf.13905,
journal = {Computer Graphics Forum}, title = {{
A Survey on Visualizations for Musical Data}},
author = {
Khulusi, R.
 and
Kusnick, J.
 and
Meinecke, C.
 and
Gillmann, C.
 and
Focht, J.
 and
Jänicke, S.
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13905}
}
                
@article{
10.1111:cgf.13904,
journal = {Computer Graphics Forum}, title = {{
A Discriminative Multi‐Channel Facial Shape (MCFS) Representation and Feature Extraction for 3D Human Faces}},
author = {
Gong, Xun
 and
Li, Xin
 and
Li, Tianrui
 and
Liang, Yongqing
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13904}
}
                
@article{
10.1111:cgf.13906,
journal = {Computer Graphics Forum}, title = {{
Curve Skeleton Extraction From 3D Point Clouds Through Hybrid Feature Point Shifting and Clustering}},
author = {
Hu, Hailong
 and
Li, Zhong
 and
Jin, Xiaogang
 and
Deng, Zhigang
 and
Chen, Minhong
 and
Shen, Yi
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13906}
}
                
@article{
10.1111:cgf.14008,
journal = {Computer Graphics Forum}, title = {{
Preserving Shadow Silhouettes in Illumination‐Driven Mesh Reduction}},
author = {
Bethe, F.
 and
Jendersie, J.
 and
Grosch, T.
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.14008}
}
                
@article{
10.1111:cgf.13957,
journal = {Computer Graphics Forum}, title = {{
Analysis of Schedule and Layout Tuning for Sparse Matrices With Compound Entries on GPUs}},
author = {
Mueller‐Roemer, J. S.
 and
Stork, A.
 and
Fellner, D.
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13957}
}
                
@article{
10.1111:cgf.14007,
journal = {Computer Graphics Forum}, title = {{
Real‐Time Glints Rendering With Pre‐Filtered Discrete Stochastic Microfacets}},
author = {
Wang, Beibei
 and
Deng, Hong
 and
Holzschuch, Nicolas
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.14007}
}
                
@article{
10.1111:cgf.14011,
journal = {Computer Graphics Forum}, title = {{
Spherical Gaussian‐based Lightcuts for Glossy Interreflections}},
author = {
Huo, Y.C.
 and
Jin, S.H.
 and
Liu, T.
 and
Hua, W.
 and
Wang, R.
 and
Bao, H.J.
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.14011}
}
                
@article{
10.1111:cgf.14010,
journal = {Computer Graphics Forum}, title = {{
Accelerating Liquid Simulation With an Improved Data‐Driven Method}},
author = {
Gao, Yang
 and
Zhang, Quancheng
 and
Li, Shuai
 and
Hao, Aimin
 and
Qin, Hong
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.14010}
}
                
@article{
10.1111:cgf.14012,
journal = {Computer Graphics Forum}, title = {{
ZerNet: Convolutional Neural Networks on Arbitrary Surfaces Via Zernike Local Tangent Space Estimation}},
author = {
Sun, Zhiyu
 and
Rooke, Ethan
 and
Charton, Jerome
 and
He, Yusen
 and
Lu, Jia
 and
Baek, Stephen
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.14012}
}
                
@article{
10.1111:cgf.14009,
journal = {Computer Graphics Forum}, title = {{
Temporal Upsampling of Point Cloud Sequences by Optimal Transport for Plant Growth Visualization}},
author = {
Golla, Tim
 and
Kneiphof, Tom
 and
Kuhlmann, Heiner
 and
Weinmann, Michael
 and
Klein, Reinhard
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.14009}
}
                
@article{
10.1111:cgf.14016,
journal = {Computer Graphics Forum}, title = {{
From 2.5D Bas‐relief to 3D Portrait Model}},
author = {
Zhang, Yu‐Wei
 and
Wang, Wenping
 and
Chen, Yanzhao
 and
Liu, Hui
 and
Ji, Zhongping
 and
Zhang, Caiming
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.14016}
}
                
@article{
10.1111:cgf.14013,
journal = {Computer Graphics Forum}, title = {{
Realistic Buoyancy Model for Real‐Time Applications}},
author = {
Bajo, J. M.
 and
Patow, G.
 and
Delrieux, C. A.
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.14013}
}
                
@article{
10.1111:cgf.14015,
journal = {Computer Graphics Forum}, title = {{
Quantum Coin Method for Numerical Integration}},
author = {
Shimada, N. H.
 and
Hachisuka, T.
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.14015}
}
                
@article{
10.1111:cgf.14014,
journal = {Computer Graphics Forum}, title = {{
Non‐Uniform Subdivision Surfaces with Sharp Features}},
author = {
Tian, Yufeng
 and
Li, Xin
 and
Chen, Falai
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.14014}
}
                
@article{
10.1111:cgf.14017,
journal = {Computer Graphics Forum}, title = {{
Guide Me in Analysis: A Framework for Guidance Designers}},
author = {
Ceneda, Davide
 and
Andrienko, Natalia
 and
Andrienko, Gennady
 and
Gschwandtner, Theresia
 and
Miksch, Silvia
 and
Piccolotto, Nikolaus
 and
Schreck, Tobias
 and
Streit, Marc
 and
Suschnigg, Josef
 and
Tominski, Christian
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.14017}
}
                
@article{
10.1111:cgf.14029,
journal = {Computer Graphics Forum}, title = {{
Making Sense of Scientific Simulation Ensembles With Semantic Interaction}},
author = {
Dahshan, M.
 and
Polys, N. F.
 and
Jayne, R. S.
 and
Pollyea, R. M.
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.14029}
}
                
@article{
10.1111:cgf.14028,
journal = {Computer Graphics Forum}, title = {{
Constructing Human Motion Manifold With Sequential Networks}},
author = {
Jang, Deok‐Kyeong
 and
Lee, Sung‐Hee
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.14028}
}
                
@article{
10.1111:cgf.14026,
journal = {Computer Graphics Forum}, title = {{
Modelling the Soft Robot Kyma Based on Real‐Time Finite Element Method}},
author = {
Martin‐Barrio, A.
 and
Terrile, S.
 and
Diaz‐Carrasco, M.
 and
del Cerro, J.
 and
Barrientos, A.
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.14026}
}
                
@article{
10.1111:cgf.14027,
journal = {Computer Graphics Forum}, title = {{
Image Morphing With Perceptual Constraints and STN Alignment}},
author = {
Fish, N.
 and
Zhang, R.
 and
Perry, L.
 and
Cohen‐Or, D.
 and
Shechtman, E.
 and
Barnes, C.
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.14027}
}
                
@article{
10.1111:cgf.14045,
journal = {Computer Graphics Forum}, title = {{
VisualNeuro: A Hypothesis Formation and Reasoning Application for Multi‐Variate Brain Cohort Study Data}},
author = {
Jönsson, Daniel
 and
Bergström, Albin
 and
Forsell, Camilla
 and
Simon, Rozalyn
 and
Engström, Maria
 and
Walter, Susanna
 and
Ynnerman, Anders
 and
Hotz, Ingrid
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.14045}
}
                
@article{
10.1111:cgf.14044,
journal = {Computer Graphics Forum}, title = {{
Physically Based Simulation and Rendering of Urban Thermography}},
author = {
Aguerre, José Pedro
 and
García‐Nevado, Elena
 and
Acuña Paz y Miño, Jairo
 and
Fernández, Eduardo
 and
Beckers, Benoit
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.14044}
}
                
@article{
10.1111:cgf.14042,
journal = {Computer Graphics Forum}, title = {{
NEVA: Visual Analytics to Identify Fraudulent Networks}},
author = {
A. Leite, Roger
 and
Gschwandtner, Theresia
 and
Miksch, Silvia
 and
Gstrein, Erich
 and
Kuntner, Johannes
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.14042}
}
                
@article{
10.1111:cgf.14043,
journal = {Computer Graphics Forum}, title = {{
Adaptive Block Coordinate Descent for Distortion Optimization}},
author = {
Naitsat, Alexander
 and
Zhu, Yufeng
 and
Zeevi, Yehoshua Y.
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.14043}
}
                
@article{
10.1111:cgf.14086,
journal = {Computer Graphics Forum}, title = {{
Interactive Subsurface Scattering for Materials With High Scattering Distances}},
author = {
Maisch, Sebastian
 and
Ropinski, Timo
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.14086}
}
                
@article{
10.1111:cgf.14047,
journal = {Computer Graphics Forum}, title = {{
A Survey of Image Synthesis Methods for Visual Machine Learning}},
author = {
Tsirikoglou, A.
 and
Eilertsen, G.
 and
Unger, J.
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.14047}
}
                
@article{
10.1111:cgf.14046,
journal = {Computer Graphics Forum}, title = {{
Interactive Programming for Parametric CAD}},
author = {
Mathur, Aman
 and
Pirron, Marcus
 and
Zufferey, Damien
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.14046}
}
                
@article{
10.1111:cgf.14048,
journal = {Computer Graphics Forum}, title = {{
DockVis: Visual Analysis of Molecular Docking Trajectories}},
author = {
Furmanová, Katarína
 and
Vávra, Ondřej
 and
Kozlíková, Barbora
 and
Damborský, Jiří
 and
Vonásek, Vojtěch
 and
Bednář, David
 and
Byška, Jan
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.14048}
}
                
@article{
10.1111:cgf.14089,
journal = {Computer Graphics Forum}, title = {{
Data‐Driven Facial Simulation}},
author = {
Romeo, M.
 and
Schvartzman, S. C.
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.14089}
}
                
@article{
10.1111:cgf.14088,
journal = {Computer Graphics Forum}, title = {{
Data Assimilation for Full 4D PC‐MRI Measurements: Physics‐Based Denoising and Interpolation}},
author = {
de Hoon, N. H. L. C.
 and
Jalba, A.C.
 and
Farag, E.S.
 and
van Ooij, P.
 and
Nederveen, A.J.
 and
Eisemann, E.
 and
Vilanova, A.
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.14088}
}
                
@article{
10.1111:cgf.14087,
journal = {Computer Graphics Forum}, title = {{
Progressive Acquisition of SVBRDF and Shape in Motion}},
author = {
Ha, Hyunho
 and
Baek, Seung‐Hwan
 and
Nam, Giljoo
 and
Kim, Min H.
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.14087}
}
                
@article{
10.1111:cgf.14090,
journal = {Computer Graphics Forum}, title = {{
Multi‐Level Memory Structures for Simulating and Rendering Smoothed Particle Hydrodynamics}},
author = {
Winchenbach, R.
 and
Kolb, A.
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.14090}
}
                
@article{
10.1111:cgf.14091,
journal = {Computer Graphics Forum}, title = {{
Stereo Inverse Brightness Modulation for Guidance in Dynamic Panorama Videos in Virtual Reality}},
author = {
Grogorick, Steve
 and
Tauscher, Jan‐Philipp
 and
Heesen, Nikkel
 and
Castillo, Susana
 and
Magnor, Marcus
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.14091}
}

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    Issue Information
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Benes, Bedrich and Hauser, Helwig
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    ConceptGraph: A Formal Model for Interpretation and Reasoning During Visual Analysis
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Karer, B.; Scheler, I.; Hagen, H.; Leitte, H.; Benes, Bedrich and Hauser, Helwig
    In order to discuss the kinds of reasoning a visualization supports and the conclusions that can be drawn within the analysis context, a theoretical framework is needed that enables a formal treatment of the reasoning process. Such a model needs to encompass three stages of the visualization pipeline: encoding, decoding and interpretation. The encoding details how data are transformed into a visualization and what can be seen in the visualization. The decoding explains how humans construct graphical contexts inside the depicted visualization and how they interpret them assigning meaning to displayed structures according to a formal reasoning strategy. In the presented model, we adapt and combine theories for the different steps into a unified formal framework such that the analysis process is modelled as an assignment of meaning to displayed structures according to a formal reasoning strategy. Additionally, we propose the ConceptGraph, a combined graph‐based representation of the finite‐state transducers resulting from the three stages, that can be used to formalize and understand the reasoning process. We apply the new model to several visualization types and investigate reasoning strategies for various tasks.
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    Exploring the Effects of Aggregation Choices on Untrained Visualization Users' Generalizations From Data
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Nguyen, F.; Qiao, X.; Heer, J.; Hullman, J.; Benes, Bedrich and Hauser, Helwig
    Visualization system designers must decide whether and how to aggregate data by default. Aggregating distributional information in a single summary mark like a mean or sum simplifies interpretation, but may lead untrained users to overlook distributional features. We ask, How are the conclusions drawn by untrained visualization users affected by aggregation strategy? We present two controlled experiments comparing generalizations of a population that untrained users made from visualizations that summarized either a 1000 record or 50 record sample with either single mean summary mark, a disaggregated view with one mark per observation or a view overlaying a mean summary mark atop a disaggregated view. While we observe no reliable effect of aggregation strategy on generalization accuracy at either sample size, users of purely disaggregated views were slightly less confident in their generalizations on average than users whose views show a single mean summary mark, and less likely to engage in dichotomous thinking about effects as either present or absent. Comparing results from 1000 record to 50 record data set, we see a considerably larger decrease in the number of generalizations produced and reported confidence in generalizations among viewers who saw disaggregated data relative to those who saw only mean summary marks.
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    Real‐Time Deformation with Coupled Cages and Skeletons
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Corda, F.; Thiery, J. M.; Livesu, M.; Puppo, E.; Boubekeur, T.; Scateni, R.; Benes, Bedrich and Hauser, Helwig
    Skeleton‐based and cage‐based deformation techniques represent the two most popular approaches to control real‐time deformations of digital shapes and are, to a vast extent, complementary to one another. Despite their complementary roles, high‐end modelling packages do not allow for seamless integration of such control structures, thus inducing a considerable burden on the user to maintain them synchronized. In this paper, we propose a framework that seamlessly combines rigging skeletons and deformation cages, granting artists with a real‐time deformation system that operates using any smooth combination of the two approaches. By coupling the deformation spaces of cages and skeletons, we access a much larger space, containing poses that are impossible to obtain by acting solely on a skeleton or a cage. Our method is oblivious to the specific techniques used to perform skinning and cage‐based deformation, securing it compatible with pre‐existing tools. We demonstrate the usefulness of our hybrid approach on a variety of examples.
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    Hyperspectral Inverse Skinning
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Liu, Songrun; Tan, Jianchao; Deng, Zhigang; Gingold, Yotam; Benes, Bedrich and Hauser, Helwig
    In example‐based inverse linear blend skinning (LBS), a collection of poses (e.g. animation frames) are given, and the goal is finding skinning weights and transformation matrices that closely reproduce the input. These poses may come from physical simulation, direct mesh editing, motion capture or another deformation rig. We provide a re‐formulation of inverse skinning as a problem in high‐dimensional Euclidean space. The transformation matrices applied to a vertex across all poses can be thought of as a point in high dimensions. We cast the inverse LBS problem as one of finding a tight‐fitting simplex around these points (a well‐studied problem in hyperspectral imaging). Although we do not observe transformation matrices directly, the 3D position of a vertex across all of its poses defines an affine subspace, or flat. We solve a ‘closest flat’ optimization problem to find points on these flats, and then compute a minimum‐volume enclosing simplex whose vertices are the transformation matrices and whose barycentric coordinates are the skinning weights. We are able to create LBS rigs with state‐of‐the‐art reconstruction error and state‐of‐the‐art compression ratios for mesh animation sequences. Our solution does not consider weight sparsity or the rigidity of recovered transformations. We include observations and insights into the closest flat problem. Its ideal solution and optimal LBS reconstruction error remain an open problem.
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    A Survey on Visualizations for Musical Data
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Khulusi, R.; Kusnick, J.; Meinecke, C.; Gillmann, C.; Focht, J.; Jänicke, S.; Benes, Bedrich and Hauser, Helwig
    Digital methods are increasingly applied to store, structure and analyse vast amounts of musical data. In this context, visualization plays a crucial role, as it assists musicologists and non‐expert users in data analysis and in gaining new knowledge. This survey focuses on this unique link between musicology and visualization. We classify 129 related works according to the visualized data types, and we analyse which visualization techniques were applied for certain research inquiries and to fulfill specific tasks. Next to scientific references, we take commercial music software and public websites into account, that contribute novel concepts of visualizing musicological data. We encounter different aspects of uncertainty as major problems when dealing with musicological data and show how occurring inconsistencies are processed and visually communicated. Drawing from our overview in the field, we identify open challenges for research on the interface of musicology and visualization to be tackled in the future.
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    A Discriminative Multi‐Channel Facial Shape (MCFS) Representation and Feature Extraction for 3D Human Faces
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Gong, Xun; Li, Xin; Li, Tianrui; Liang, Yongqing; Benes, Bedrich and Hauser, Helwig
    Building an effective representation for 3D face geometry is essential for face analysis tasks, that is, landmark detection, face recognition and reconstruction. This paper proposes to use a Multi‐Channel Facial Shape (MCFS) representation that consists of depth, hand‐engineered feature and attention maps to construct a 3D facial descriptor. And, a multi‐channel adjustment mechanism, named filtered squeeze and reversed excitation (FSRE), is proposed to re‐organize MCFS data. To assign a suitable weight for each channel, FSRE is able to learn the importance of each layer automatically in the training phase. MCFS and FSRE blocks collaborate together effectively to build a robust 3D facial shape representation, which has an excellent discriminative ability. Extensive experimental results, testing on both high‐resolution and low‐resolution face datasets, show that facial features extracted by our framework outperform existing methods. This representation is stable against occlusions, data corruptions, expressions and pose variations. Also, unlike traditional methods of 3D face feature extraction, which always take minutes to create 3D features, our system can run in real time.
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    Curve Skeleton Extraction From 3D Point Clouds Through Hybrid Feature Point Shifting and Clustering
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Hu, Hailong; Li, Zhong; Jin, Xiaogang; Deng, Zhigang; Chen, Minhong; Shen, Yi; Benes, Bedrich and Hauser, Helwig
    Curve skeleton is an important shape descriptor with many potential applications in computer graphics, visualization and machine intelligence. We present a curve skeleton expression based on the set of the cross‐section centroids from a point cloud model and propose a corresponding extraction approach. We first provide the substitution of a distance field for a 3D point cloud model, and then combine it with curvatures to capture hybrid feature points. By introducing relevant facets and points, we shift these hybrid feature points along the skeleton‐guided normal directions to approach local centroids, simplify them through a tensor‐based spectral clustering and finally connect them to form a primary connected curve skeleton. Furthermore, we refine the primary skeleton through pruning, trimming and smoothing. We compared our results with several state‐of‐the‐art algorithms including the rotational symmetry axis (ROSA) and ‐medial methods for incomplete point cloud data to evaluate the effectiveness and accuracy of our method.
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    Preserving Shadow Silhouettes in Illumination‐Driven Mesh Reduction
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Bethe, F.; Jendersie, J.; Grosch, T.; Benes, Bedrich and Hauser, Helwig
    A main challenge for today's renderers is the ever‐growing size of 3D scenes, exceeding the capacity of typically available main memory. This especially holds true for graphics processing units (GPUs) which could otherwise be used to greatly reduce rendering time. A lot of the memory is spent on detailed geometry with mostly imperceptible influence on the final image, even in a global illumination context. Illumination‐driven mesh reduction, a Monte Carlo–based global illumination simulation, steers its mesh reduction towards areas with low visible contribution. While this works well for preserving high‐energy light paths such as caustics, it does have problems: First, objects casting shadows while not being visible themselves are not preserved, resulting in highly inaccurate shadows. Secondly, non‐transparent objects lack proper reduction guidance since there is no importance gradient on their backside, resulting in visible over‐simplification. We present a solution to these problems by extending illumination‐driven mesh reduction with occluder information, focusing on their silhouettes as well as combining it with commonly used error quadrics to preserve geometric features. Additionally, we demonstrate that the combined algorithm still supports iterative refinement of initially reduced geometry, resulting in an image visually similar to an unreduced rendering and enabling out‐of‐core operation.
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    Analysis of Schedule and Layout Tuning for Sparse Matrices With Compound Entries on GPUs
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Mueller‐Roemer, J. S.; Stork, A.; Fellner, D.; Benes, Bedrich and Hauser, Helwig
    Large sparse matrices with compound entries, i.e. complex and quaternionic matrices as well as matrices with dense blocks, are a core component of many algorithms in geometry processing, physically based animation and other areas of computer graphics. We generalize several matrix layouts and apply joint schedule and layout autotuning to improve the performance of the sparse matrix‐vector product on massively parallel graphics processing units. Compared to schedule tuning without layout tuning, we achieve speedups of up to 5.5 × . In comparison to cuSPARSE, we achieve speedups of up to 4.7 × .
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    Real‐Time Glints Rendering With Pre‐Filtered Discrete Stochastic Microfacets
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Wang, Beibei; Deng, Hong; Holzschuch, Nicolas; Benes, Bedrich and Hauser, Helwig
    Many real‐life materials have a sparkling appearance. Examples include metallic paints, sparkling fabrics and snow. Simulating these sparkles is important for realistic rendering but expensive. As sparkles come from small shiny particles reflecting light into a specific direction, they are very challenging for illumination simulation. Existing approaches use a four‐dimensional hierarchy, searching for light‐reflecting particles simultaneously in space and direction. The approach is accurate, but extremely expensive. A separable model is much faster, but still not suitable for real‐time applications. The performance problem is even worse when illumination comes from environment maps, as they require either a large sample count per pixel or pre‐filtering. Pre‐filtering is incompatible with the existing sparkle models, due to the discrete multi‐scale representation. In this paper, we present a GPU‐friendly, pre‐filtered model for real‐time simulation of sparkles and glints. Our method simulates glints under both environment maps and point light sources in real time, with an added cost of just 10 ms per frame with full high‐definition resolution. Editing material properties requires extra computations but is still real time, with an added cost of 10 ms per frame.
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    Spherical Gaussian‐based Lightcuts for Glossy Interreflections
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Huo, Y.C.; Jin, S.H.; Liu, T.; Hua, W.; Wang, R.; Bao, H.J.; Benes, Bedrich and Hauser, Helwig
    It is still challenging to render directional but non‐specular reflections in complex scenes. The SG‐based (Spherical Gaussian) many‐light framework provides a scalable solution but still requires a large number of glossy virtual lights to avoid spikes as well as reduce clamping errors. Directly gathering contributions from these glossy virtual lights to each pixel in a pairwise way is very inefficient. In this paper, we propose an adaptive algorithm with tighter error bounds to efficiently compute glossy interreflections from glossy virtual lights. This approach is an extension of the Lightcuts that builds hierarchies on both lights and pixels with new error bounds and new GPU‐based traversal methods between light and pixel hierarchies. Results demonstrate that our method is able to faithfully and efficiently compute glossy interreflections in scenes with highly glossy and spatial varying reflectance. Compared with the conventional Lightcuts method, our approach generates lightcuts with only one‐fourth to one‐fifth light nodes therefore exhibits better scalability. Additionally, after being implemented on GPU, our algorithms achieve a magnitude of faster performance than the previous method.
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    Accelerating Liquid Simulation With an Improved Data‐Driven Method
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Gao, Yang; Zhang, Quancheng; Li, Shuai; Hao, Aimin; Qin, Hong; Benes, Bedrich and Hauser, Helwig
    In physics‐based liquid simulation for graphics applications, pressure projection consumes a significant amount of computational time and is frequently the bottleneck of the computational efficiency. How to rapidly apply the pressure projection and at the same time how to accurately capture the liquid geometry are always among the most popular topics in the current research trend in liquid simulations. In this paper, we incorporate an artificial neural network into the simulation pipeline for handling the tricky projection step for liquid animation. Compared with the previous neural‐network‐based works for gas flows, this paper advocates new advances in the composition of representative features as well as the loss functions in order to facilitate fluid simulation with free‐surface boundary. Specifically, we choose both the velocity and the level‐set function as the additional representation of the fluid states, which allows not only the motion but also the boundary position to be considered in the neural network solver. Meanwhile, we use the divergence error in the loss function to further emulate the lifelike behaviours of liquid. With these arrangements, our method could greatly accelerate the pressure projection step in liquid simulation, while maintaining fairly convincing visual results. Additionally, our neutral network performs well when being applied to new scene synthesis even with varied boundaries or scales.
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    ZerNet: Convolutional Neural Networks on Arbitrary Surfaces Via Zernike Local Tangent Space Estimation
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Sun, Zhiyu; Rooke, Ethan; Charton, Jerome; He, Yusen; Lu, Jia; Baek, Stephen; Benes, Bedrich and Hauser, Helwig
    In this paper, we propose a novel formulation extending convolutional neural networks (CNN) to arbitrary two‐dimensional manifolds using orthogonal basis functions called Zernike polynomials. In many areas, geometric features play a key role in understanding scientific trends and phenomena, where accurate numerical quantification of geometric features is critical. Recently, CNNs have demonstrated a substantial improvement in extracting and codifying geometric features. However, the progress is mostly centred around computer vision and its applications where an inherent grid‐like data representation is naturally present. In contrast, many geometry processing problems deal with curved surfaces and the application of CNNs is not trivial due to the lack of canonical grid‐like representation, the absence of globally consistent orientation and the incompatible local discretizations. In this paper, we show that the Zernike polynomials allow rigourous yet practical mathematical generalization of CNNs to arbitrary surfaces. We prove that the convolution of two functions can be represented as a simple dot product between Zernike coefficients and the rotation of a convolution kernel is essentially a set of 2 × 2 rotation matrices applied to the coefficients. The key contribution of this work is in such a computationally efficient but rigorous generalization of the major CNN building blocks.
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    Temporal Upsampling of Point Cloud Sequences by Optimal Transport for Plant Growth Visualization
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Golla, Tim; Kneiphof, Tom; Kuhlmann, Heiner; Weinmann, Michael; Klein, Reinhard; Benes, Bedrich and Hauser, Helwig
    Plant growth visualization from a series of 3D scanner measurements is a challenging task. Time intervals between successive measurements are typically too large to allow a smooth animation of the growth process. Therefore, obtaining a smooth animation of the plant growth process requires a temporal upsampling of the point cloud sequence in order to obtain approximations of the intermediate states between successive measurements. Additionally, there are suddenly arising structural changes due to the occurrence of new plant parts such as new branches or leaves. We present a novel method that addresses these challenges via semantic segmentation and the generation of a segment hierarchy per scan, the matching of the hierarchical representations of successive scans and the segment‐wise computation of optimal transport. The transport problems' solutions yield the information required for a realistic temporal upsampling, which is generated in real time. Thereby, our method does not require shape templates, good correspondences or huge databases of examples. Newly grown and decayed parts of the plant are detected as unmatched segments and are handled by identifying corresponding bifurcation points and introducing virtual segments in the previous, respectively successive time step. Our method allows the generation of realistic upsampled growth animations with moderate computational effort.
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    From 2.5D Bas‐relief to 3D Portrait Model
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Zhang, Yu‐Wei; Wang, Wenping; Chen, Yanzhao; Liu, Hui; Ji, Zhongping; Zhang, Caiming; Benes, Bedrich and Hauser, Helwig
    In contrast to 3D model that can be freely observed, p ortrait bas‐relief projects slightly from the background and is limited by fixed viewpoint. In this paper, we propose a novel method to reconstruct the underlying 3D shape from a single 2.5D bas‐relief, providing observers wider viewing perspectives. Our target is to make the reconstructed portrait has natural depth ordering and similar appearance to the input. To achieve this, we first use a 3D template face to fit the portrait. Then, we optimize the face shape by normal transfer and Poisson surface reconstruction. The hair and body regions are finally reconstructed and combined with the 3D face. From the resulting 3D shape, one can generate new reliefs with varying poses and thickness, freeing the input one from fixed view. A number of experimental results verify the effectiveness of our method.
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    Realistic Buoyancy Model for Real‐Time Applications
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Bajo, J. M.; Patow, G.; Delrieux, C. A.; Benes, Bedrich and Hauser, Helwig
    Following Archimedes' Principle, any object immersed in a fluid is subject to an upward buoyancy force equal to the weight of the fluid displaced by the object. This simple description is the origin of a set of effects that are ubiquitous in nature, and are becoming commonplace in games, simulators and interactive animations. Although there are solutions to the fluid‐to‐solid coupling problem in some particular cases, to the best of our knowledge, comprehensive and accurate computational buoyancy models adequate in general contexts are still lacking. We propose a real‐time Graphics Processing Unit (GPU) based algorithm for realistic computation of the fluid‐to‐solid coupling problem, which is adequate for a wide generality of cases (solid or hollow objects, with permeable or leak‐proof surfaces, and with variable masses). The method incorporates the behaviour of the fluid into which the object is immersed, and decouples the computation of the physical parameters involved in the buoyancy force of the empty object from the mass of contained liquid. The dynamics of this mass of liquid are also computed, in a way such that the relation between the centre of mass of the object and the buoyancy force may vary, leading to complex, realistic beha viours such as the ones arising for instance with a sinking boat.
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    Quantum Coin Method for Numerical Integration
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Shimada, N. H.; Hachisuka, T.; Benes, Bedrich and Hauser, Helwig
    Light transport simulation in rendering is formulated as a numerical integration problem in each pixel, which is commonly estimated by Monte Carlo integration. Monte Carlo integration approximates an integral of a black‐box function by taking the average of many evaluations (i.e. samples) of the function (integrand). For queries of the integrand, Monte Carlo integration achieves the estimation error of . Recently, Johnston [Joh16] introduced quantum super‐sampling (QSS) into rendering as a numerical integration method that can run on quantum computers. QSS breaks the fundamental limitation of the convergence rate of Monte Carlo integration and achieves the faster convergence rate of approximately which is the best possible bound of any quantum algorithms we know today [NW99]. We introduce yet another quantum numerical integration algorithm, quantum coin (QCoin) [AW99], and provide numerical experiments that are unprecedented in the fields of both quantum computing and rendering. We show that QCoin's convergence rate is equivalent to QSS's. We additionally show that QCoin is fundamentally more robust under the presence of noise in actual quantum computers due to its simpler quantum circuit and the use of fewer qubits. Considering various aspects of quantum computers, we discuss how QCoin can be a more practical alternative to QSS if we were to run light transport simulation in quantum computers in the future.
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    Non‐Uniform Subdivision Surfaces with Sharp Features
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Tian, Yufeng; Li, Xin; Chen, Falai; Benes, Bedrich and Hauser, Helwig
    Sharp features are important characteristics in surface modelling. However, it is still a significantly difficult task to create complex sharp features for Non‐Uniform Rational B‐Splines compatible subdivision surfaces. Current non‐uniform subdivision methods produce sharp features generally by setting zero knot intervals, and these sharp features may have unpleasant visual effects. In this paper, we construct a non‐uniform subdivision scheme to create complex sharp features by extending the eigen‐polyhedron technique. The new scheme allows arbitrarily specifying sharp edges in the initial mesh and generates non‐uniform cubic B‐spline curves to represent the sharp features. Experimental results demonstrate that the present method can generate visually more pleasant sharp features than other existing approaches.
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    Guide Me in Analysis: A Framework for Guidance Designers
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Ceneda, Davide; Andrienko, Natalia; Andrienko, Gennady; Gschwandtner, Theresia; Miksch, Silvia; Piccolotto, Nikolaus; Schreck, Tobias; Streit, Marc; Suschnigg, Josef; Tominski, Christian; Benes, Bedrich and Hauser, Helwig
    Guidance is an emerging topic in the field of visual analytics. Guidance can support users in pursuing their analytical goals more efficiently and help in making the analysis successful. However, it is not clear how guidance approaches should be designed and what specific factors should be considered for effective support. In this paper, we approach this problem from the perspective of guidance designers. We present a framework comprising requirements and a set of specific phases designers should go through when designing guidance for visual analytics. We relate this process with a set of quality criteria we aim to support with our framework, that are necessary for obtaining a suitable and effective guidance solution. To demonstrate the practical usability of our methodology, we apply our framework to the design of guidance in three analysis scenarios and a design walk‐through session. Moreover, we list the emerging challenges and report how the framework can be used to design guidance solutions that mitigate these issues.
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    Making Sense of Scientific Simulation Ensembles With Semantic Interaction
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Dahshan, M.; Polys, N. F.; Jayne, R. S.; Pollyea, R. M.; Benes, Bedrich and Hauser, Helwig
    In the study of complex physical systems, scientists use simulations to study the effects of different models and parameters. Seeking to understand the influence and relationships among multiple dimensions, they typically run many simulations and vary the initial conditions in what are known as ‘ensembles’. Ensembles are then a number of runs that are each multi‐dimensional and multi‐variate. In order to understand the connections between simulation parameters and patterns in the output data, we have been developing an approach to the visual analysis of scientific data that merges human expertise and intuition with machine learning and statistics. Our approach is manifested in a new visualization tool, GLEE (Graphically‐Linked Ensemble Explorer), that allows scientists to explore, search, filter and make sense of their ensembles. GLEE uses visualization and semantic interaction (SI) techniques to enable scientists to find similarities and differences between runs, find correlation(s) between different parameters and explore relations and correlations across and between different runs and parameters. Our approach supports scientists in selecting interesting subsets of runs in order to investigate and summarize the factors and statistics that show variations and consistencies across different runs. In this paper, we evaluate our tool with experts to understand its strengths and weaknesses for optimization and inverse problems.
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    Constructing Human Motion Manifold With Sequential Networks
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Jang, Deok‐Kyeong; Lee, Sung‐Hee; Benes, Bedrich and Hauser, Helwig
    This paper presents a novel recurrent neural network‐based method to construct a latent motion manifold that can represent a wide range of human motions in a long sequence. We introduce several new components to increase the spatial and temporal coverage in motion space while retaining the details of motion capture data. These include new regularization terms for the motion manifold, combination of two complementary decoders for predicting joint rotations and joint velocities and the addition of the forward kinematics layer to consider both joint rotation and position errors. In addition, we propose a set of loss terms that improve the overall quality of the motion manifold from various aspects, such as the capability of reconstructing not only the motion but also the latent manifold vector, and the naturalness of the motion through adversarial loss. These components contribute to creating compact and versatile motion manifold that allows for creating new motions by performing random sampling and algebraic operations, such as interpolation and analogy, in the latent motion manifold.
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    Modelling the Soft Robot Kyma Based on Real‐Time Finite Element Method
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Martin‐Barrio, A.; Terrile, S.; Diaz‐Carrasco, M.; del Cerro, J.; Barrientos, A.; Benes, Bedrich and Hauser, Helwig
    Modelling soft robots is a non‐trivial task since their behaviours rely on their morphology, materials and surrounding elements. These robots are very useful to safely interact with their environment and because of their inherent flexibility and adaptability skills. However, they are usually very hard to model because of their intrinsic non‐linearities. This fact presents a unique challenge in the computer graphics and simulation scopes. Current trends in these fields tend to narrow the gap between virtual and real environments. This work will explain a challenging modelling process for a cable‐driven soft robot called . For this purpose, the real‐time (FEM) is applied using the . And two methods are implemented and compared to optimize the model efficiency: a heuristic one and the . Both models are also validated with the real robot using a precise motion tracking system. Moreover, an analysis of robot–object interactions is proposed to test the compliance of the presented soft manipulator. As a result, the real‐time FEM emerges as a good solution to accurately and efficiently model the presented robot while also allowing to study the interactions with its environment.
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    Image Morphing With Perceptual Constraints and STN Alignment
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Fish, N.; Zhang, R.; Perry, L.; Cohen‐Or, D.; Shechtman, E.; Barnes, C.; Benes, Bedrich and Hauser, Helwig
    In image morphing, a sequence of plausible frames are synthesized and composited together to form a smooth transformation between given instances. Intermediates must remain faithful to the input, stand on their own as members of the set and maintain a well‐paced visual transition from one to the next. In this paper, we propose a conditional generative adversarial network (GAN) morphing framework operating on a pair of input images. The network is trained to synthesize frames corresponding to temporal samples along the transformation, and learns a proper shape prior that enhances the plausibility of intermediate frames. While individual frame plausibility is boosted by the adversarial setup, a special training protocol producing sequences of frames, combined with a perceptual similarity loss, promote smooth transformation over time. Explicit stating of correspondences is replaced with a grid‐based freeform deformation spatial transformer that predicts the geometric warp between the inputs, instituting the smooth geometric effect by bringing the shapes into an initial alignment. We provide comparisons to classic as well as latent space morphing techniques, and demonstrate that, given a set of images for self‐supervision, our network learns to generate visually pleasing morphing effects featuring believable in‐betweens, with robustness to changes in shape and texture, requiring no correspondence annotation.
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    VisualNeuro: A Hypothesis Formation and Reasoning Application for Multi‐Variate Brain Cohort Study Data
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Jönsson, Daniel; Bergström, Albin; Forsell, Camilla; Simon, Rozalyn; Engström, Maria; Walter, Susanna; Ynnerman, Anders; Hotz, Ingrid; Benes, Bedrich and Hauser, Helwig
    We present an application, and its development process, for interactive visual analysis of brain imaging data and clinical measurements. The application targets neuroscientists interested in understanding the correlations between active brain regions and physiological or psychological factors. The application has been developed in a participatory design process and has subsequently been released as the free software ‘VisualNeuro’. From initial observations of the neuroscientists' workflow, we concluded that while existing tools provide powerful analysis options, they lack effective interactive exploration requiring the use of many tools side by side. Consequently, our application has been designed to simplify the workflow combining statistical analysis with interactive visual exploration. The resulting environment comprises parallel coordinates for effective overview and selection, Welch's t‐test to filter out brain regions with statistically significant differences and multiple visualizations for comparison between brain regions and clinical parameters. These exploration concepts enable neuroscientists to interactively explore the complex bidirectional interplay between clinical and brain measurements and easily compare different patient groups. A qualitative user study has been performed with three neuroscientists from different domains. The study shows that the developed environment supports simultaneous analysis of more parameters, provides rapid pathways to insights and is an effective tool for hypothesis formation.
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    Physically Based Simulation and Rendering of Urban Thermography
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Aguerre, José Pedro; García‐Nevado, Elena; Acuña Paz y Miño, Jairo; Fernández, Eduardo; Beckers, Benoit; Benes, Bedrich and Hauser, Helwig
    Urban thermography is a non‐invasive measurement technique commonly used for building diagnosis and energy efficiency evaluation. The physical interpretation of thermal images is a challenging task because they do not necessarily depict the real temperature of the surfaces, but one estimated from the measured incoming radiation. In this sense, the computational rendering of a thermal image can be useful to understand the results captured in a measurement campaign. The computer graphics community has proposed techniques for light rendering that are used for its thermal counterpart. In this work, a physically based simulation methodology based on a combination of the finite element method (FEM) and ray tracing is presented. The proposed methods were tested using a highly detailed urban geometry. Directional emissivity models, glossy reflectivity functions and importance sampling were used to render thermal images. The simulation results were compared with a set of measured thermograms, showing good agreement between them.
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    NEVA: Visual Analytics to Identify Fraudulent Networks
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) A. Leite, Roger; Gschwandtner, Theresia; Miksch, Silvia; Gstrein, Erich; Kuntner, Johannes; Benes, Bedrich and Hauser, Helwig
    Trust‐ability, reputation, security and quality are the main concerns for public and private financial institutions. To detect fraudulent behaviour, several techniques are applied pursuing different goals. For well‐defined problems, analytical methods are applicable to examine the history of customer transactions. However, fraudulent behaviour is constantly changing, which results in ill‐defined problems. Furthermore, analysing the behaviour of individual customers is not sufficient to detect more complex structures such as networks of fraudulent actors. We propose NEVA (Network dEtection with Visual Analytics), a Visual Analytics exploration environment to support the analysis of customer networks in order to reduce false‐negative and false‐positive alarms of frauds. Multiple coordinated views allow for exploring complex relations and dependencies of the data. A guidance‐enriched component for network pattern generation, detection and filtering support exploring and analysing the relationships of nodes on different levels of complexity. In six expert interviews, we illustrate the applicability and usability of NEVA.
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    Adaptive Block Coordinate Descent for Distortion Optimization
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Naitsat, Alexander; Zhu, Yufeng; Zeevi, Yehoshua Y.; Benes, Bedrich and Hauser, Helwig
    We present a new algorithm for optimizing geometric energies and computing positively oriented simplicial mappings. Our major improvements over the state‐of‐the‐art are: (i) introduction of new energies for repairing inverted and collapsed simplices; (ii) adaptive partitioning of vertices into coordinate blocks with the blended local‐global strategy for more efficient optimization and (iii) introduction of the displacement norm for improving convergence criteria and for controlling block partitioning. Together these improvements form the basis for the Adaptive Block Coordinate Descent (ABCD) algorithm aimed at robust geometric optimization. ABCD achieves state‐of‐the‐art results in distortion minimization, even under hard positional constraints and highly distorted invalid initializations that contain thousands of collapsed and inverted elements. Starting with an invalid non‐injective initial map, ABCD behaves as a modified block coordinate descent up to the point where the current mapping is cleared of invalid simplices. Then, the algorithm converges rapidly into the chosen iterative solver. Our method is very general, fast‐converging and easily parallelizable. We show over a wide range of 2D and 3D problems that our algorithm is more robust than existing techniques for locally injective mapping.
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    Interactive Subsurface Scattering for Materials With High Scattering Distances
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Maisch, Sebastian; Ropinski, Timo; Benes, Bedrich and Hauser, Helwig
    Existing algorithms for rendering subsurface scattering in real time cannot deal well with scattering over longer distances. Kernels for image space algorithms become very large in these circumstances and separation does not work anymore, while geometry‐based algorithms cannot preserve details very well. We present a novel approach that deals with all these downsides. While for lower scattering distances, the advantages of geometry‐based methods are small, this is not the case anymore for high scattering distances (as we will show). Our proposed method takes advantage of the highly detailed results of image space algorithms and combines it with a geometry‐based method to add the essential scattering from sources not included in image space. Our algorithm does not require pre‐computation based on the scene's geometry, it can be applied to static and animated objects directly. Our method is able to provide results that come close to ray‐traced images which we will show in direct comparisons with images generated by PBRT. We will compare our results to state of the art techniques that are applicable in these scenarios and will show that we provide superior image quality while maintaining interactive rendering times. 
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    A Survey of Image Synthesis Methods for Visual Machine Learning
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Tsirikoglou, A.; Eilertsen, G.; Unger, J.; Benes, Bedrich and Hauser, Helwig
    Image synthesis designed for machine learning applications provides the means to efficiently generate large quantities of training data while controlling the generation process to provide the best distribution and content variety. With the demands of deep learning applications, synthetic data have the potential of becoming a vital component in the training pipeline. Over the last decade, a wide variety of training data generation methods has been demonstrated. The potential of future development calls to bring these together for comparison and categorization. This survey provides a comprehensive list of the existing image synthesis methods for visual machine learning. These are categorized in the context of image generation, using a taxonomy based on modelling and rendering, while a classification is also made concerning the computer vision applications they are used. We focus on the computer graphics aspects of the methods, to promote future image generation for machine learning. Finally, each method is assessed in terms of quality and reported performance, providing a hint on its expected learning potential. The report serves as a comprehensive reference, targeting both groups of the applications and data development sides. A list of all methods and papers reviewed herein can be found at .
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    Interactive Programming for Parametric CAD
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Mathur, Aman; Pirron, Marcus; Zufferey, Damien; Benes, Bedrich and Hauser, Helwig
    Parametric computer‐aided design (CAD) enables description of a family of objects, wherein each valid combination of parameter values results in a different final form. Although Graphical User Interface (GUI)‐based CAD tools are significantly more popular, GUI operations do not carry a semantic description, and are therefore brittle with respect to changes in parameter values. Programmatic interfaces, on the other hand, are more robust due to an exact specification of how the operations are applied. However, programming is unintuitive and has a steep learning curve. In this work, we link the interactivity of GUI with the robustness of programming. Inspired by programme synthesis by example, our technique synthesizes code representative of selections made by users in a GUI interface. Through experiments, we demonstrate that our technique can synthesize relevant and robust sub‐programmes in a reasonable amount of time. A user study reveals that our interface offers significant improvements over a programming‐only interface.
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    DockVis: Visual Analysis of Molecular Docking Trajectories
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Furmanová, Katarína; Vávra, Ondřej; Kozlíková, Barbora; Damborský, Jiří; Vonásek, Vojtěch; Bednář, David; Byška, Jan; Benes, Bedrich and Hauser, Helwig
    Computation of trajectories for ligand binding and unbinding via protein tunnels and channels is important for predicting possible protein–ligand interactions. These highly complex processes can be simulated by several software tools, which provide biochemists with valuable information for drug design or protein engineering applications. This paper focuses on aiding this exploration process by introducing the DockVis visual analysis tool. DockVis operates with the multivariate output data from one of the latest available tools for the prediction of ligand transport, CaverDock. DockVis provides the users with several linked views, combining the 2D abstracted depictions of ligands and their surroundings and properties with the 3D view. In this way, we enable the users to perceive the spatial configurations of ligand passing through the protein tunnel. The users are initially visually directed to the most relevant parts of ligand trajectories, which can be then explored in higher detail by the follow‐up analyses. DockVis was designed in tight collaboration with protein engineers developing the CaverDock tool. However, the concept of DockVis can be extended to any other tool predicting ligand pathways by the molecular docking. DockVis will be made available to the wide user community as part of the Caver Analyst 3.0 software package ().
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    Data‐Driven Facial Simulation
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Romeo, M.; Schvartzman, S. C.; Benes, Bedrich and Hauser, Helwig
    In Visual Effects, the creation of realistic facial performances is still a challenge that the industry is trying to overcome. Blendshape deformation is used to reproduce the action of different groups of muscles, which produces realistic static results. However, this is not sufficient to generate believable and detailed facial performances of animated digital characters.To increase the realism of facial performances, it is possible to enhance standard facial rigs using physical simulation approaches. However, setting up a simulation rig and controlling material properties according to the performance is not an easy task and could take a lot of time and iterations to get it right.We present a workflow that allows us to generate an activation map for the fibres of a set of superficial patches we call . The pseudo‐muscles are automatically identified using k‐means to cluster the data from the blendshape targets in the animation rig and compute the direction of their contraction (direction of the pseudo‐muscle fibres). We use an Extended Position–Based Dynamics solver to add physical simulation to the facial animation, controlling the behaviour of simulation through the activation map. We show the results achieved using the proposed solution on two digital humans and one fantastic cartoon character, demonstrating that the identified pseudo‐muscles approximate facial anatomy and the simulation properties are properly controlled, increasing the realism while preserving the work of animators.
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    Data Assimilation for Full 4D PC‐MRI Measurements: Physics‐Based Denoising and Interpolation
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) de Hoon, N. H. L. C.; Jalba, A.C.; Farag, E.S.; van Ooij, P.; Nederveen, A.J.; Eisemann, E.; Vilanova, A.; Benes, Bedrich and Hauser, Helwig
    Phase‐Contrast Magnetic Resonance Imaging (PC‐MRI) surpasses all other imaging methods in quality and completeness for measuring time‐varying volumetric blood flows and has shown potential to improve both diagnosis and risk assessment of cardiovascular diseases. However, like any measurement of physical phenomena, the data are prone to noise, artefacts and has a limited resolution. Therefore, PC‐MRI data itself do not fulfil physics fluid laws making it difficult to distinguish important flow features. For data analysis, physically plausible and high‐resolution data are required. Computational fluid dynamics provides high‐resolution physically plausible flows. However, the flow is inherently coupled to the underlying anatomy and boundary conditions, which are difficult or sometimes even impossible to adequately model with current techniques. We present a novel methodology using data assimilation techniques for PC‐MRI noise and artefact removal, generating physically plausible flow close to the measured data. It also allows us to increase the spatial and temporal resolution. To avoid sensitivity to the anatomical model, we consider and update the full 3D velocity field. We demonstrate our approach using phantom data with various amounts of induced noise and show that we can improve the data while preserving important flow features, without the need of a highly detailed model of the anatomy.
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    Progressive Acquisition of SVBRDF and Shape in Motion
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Ha, Hyunho; Baek, Seung‐Hwan; Nam, Giljoo; Kim, Min H.; Benes, Bedrich and Hauser, Helwig
    To estimate appearance parameters, traditional SVBRDF acquisition methods require multiple input images to be captured with various angles of light and camera, followed by a post‐processing step. For this reason, subjects have been limited to static scenes, or a multiview system is required to capture dynamic objects. In this paper, we propose a simultaneous acquisition method of SVBRDF and shape allowing us to capture the material appearance of deformable objects in motion using a single RGBD camera. To do so, we progressively integrate photometric samples of surfaces in motion in a volumetric data structure with a deformation graph. Then, building upon recent advances of fusion‐based methods, we estimate SVBRDF parameters in motion. We make use of a conventional RGBD camera that consists of the colour and infrared cameras with active infrared illumination. The colour camera is used for capturing diffuse properties, and the infrared camera‐illumination module is employed for estimating specular properties by means of active illumination. Our joint optimization yields complete material appearance parameters. We demonstrate the effectiveness of our method with extensive evaluation on both synthetic and real data that include various deformable objects of specular and diffuse appearance.
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    Multi‐Level Memory Structures for Simulating and Rendering Smoothed Particle Hydrodynamics
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Winchenbach, R.; Kolb, A.; Benes, Bedrich and Hauser, Helwig
    In this paper, we present a novel hash map‐based sparse data structure for Smoothed Particle Hydrodynamics, which allows for efficient neighbourhood queries in spatially adaptive simulations as well as direct ray tracing of fluid surfaces. Neighbourhood queries for adaptive simulations are improved by using multiple independent data structures utilizing the same underlying self‐similar particle ordering, to significantly reduce non‐neighbourhood particle accesses. Direct ray tracing is performed using an auxiliary data structure, with constant memory consumption, which allows for efficient traversal of the hash map‐based data structure as well as efficient intersection tests. Overall, our proposed method significantly improves the performance of spatially adaptive fluid simulations and allows for direct ray tracing of the fluid surface with little memory overhead.
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    Stereo Inverse Brightness Modulation for Guidance in Dynamic Panorama Videos in Virtual Reality
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Grogorick, Steve; Tauscher, Jan‐Philipp; Heesen, Nikkel; Castillo, Susana; Magnor, Marcus; Benes, Bedrich and Hauser, Helwig
    The peak of virtual reality offers new exciting possibilities for the creation of media content but also poses new challenges. Some areas of interest might be overlooked because the visual content fills up a large portion of viewers' visual field. Moreover, this content is available in 360° around the viewer, yielding locations completely out of sight, making, for example, recall or storytelling in cinematic Virtual Reality (VR) quite difficult.In this paper, we present an evaluation of Stereo Inverse Brightness Modulation for effective and subtle guidance of participants' attention while navigating dynamic virtual environments. The used technique exploits the binocular rivalry effect from human stereo vision and was previously shown to be effective in static environments. Moreover, we propose an extension of the method for successful guidance towards target locations outside the initial visual field.We conduct three perceptual studies, using 13 distinct panorama videos and two VR systems (a VR head mounted display and a fully immersive dome projection system), to investigate (1) general applicability to dynamic environments, (2) stimulus parameter and VR system influence, and (3) effectiveness of the proposed extension for out‐of‐sight targets. Our results prove the applicability of the method to dynamic environments while maintaining its unobtrusive appearance.