EG 2016 - Posters
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Browsing EG 2016 - Posters by Subject "I.3.3 [Computer Graphics]"
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Item Augmenting Physical Maps: an AR Platform for Geographical Information Visualization(The Eurographics Association, 2016) Nóbrega, Rui; Jacob, João; Rodrigues, Rui; Coelho, António; Sousa, A. Augusto de; Luis Gonzaga Magalhaes and Rafal MantiukPhysical maps of a city or region are important pieces of geographical information for tourists and local citizens. Unfortunately the amount of information that can be presented on a piece of paper is limited. In order to extend the map information we propose an augmented reality (AR) system, ARTourMap, for additional information visualization and interaction. This system provides an abstraction layer to develop applications based on the concept of separated logic map tiles taking advantage of a multi-target system where several regions of the map trigger different superimposed graphics. This allows the map to be folded, to be partially occluded, and to have dematerialized information. To demonstrate the proposed system ARTourMap, three layers were developed: a location-based game with points of interest (POIs), a 3D building visualization and an historical map layer.Item Interactive Additive Diffraction Synthesis(The Eurographics Association, 2016) Lee, Sangmin; Lee, Sungkil; Luis Gonzaga Magalhaes and Rafal MantiukLens flare, comprising diffraction patterns of direct lights and ghosts of an aperture, is one of artistic artifacts in optical systems. The generation of far-field diffraction patterns has commonly used Fourier transform of the iris apertures. While such outcomes are physically faithful, more flexible and intuitive editing of diffraction patterns has not been explored so far. In this poster, we present a novel scheme of diffraction synthesis, which additively integrates diffraction elements. We decompose the apertures into curved edges and circular core so that they abstract non-symmetric streaks and circular core highlights, respectively. We then apply Fourier transform for each, rotate them, and finally composite them into a single output image. In this way, we can easily generate diffraction patterns similarly to that of the source aperture and more exaggerated ones, as well.Item Interactive Monte-Carlo Ray-Tracing Upsampling(The Eurographics Association, 2016) Boughida, Malik; Groueix, Thibault; Boubekeur, Tamy; Luis Gonzaga Magalhaes and Rafal MantiukWe propose a practical method to approximate global illumination at interactive framerates for dynamic scenes. We address multi-bounce, visibility-aware indirect lighting, for diffuse to moderately glossy materials, relying on GPU-accelerated raytracing for this purpose. While Monte-Carlo ray-tracing algorithms offer unbiased results, they produce images which are, under interactive constraints, extremely noisy, even with GPU acceleration. Unfortunately, filtering them to reach visual appeal induces a large kernel, which is not compatible with interactive framerate. We address this problem using a simple downsampling approach. First, we trace indirect paths on a uniformly distributed subset of pixels, decorrelating diffuse and specular components of lighting. Then, we perform a joint bilateral upsampling on both components, taking inspiration from deferred shading by driving this upsampling with a full-resolution G-Buffer. Our solution provides smooth results, does not require any pre-computations, and is both easy to implement and flexible, as it can be used with any generation strategy for indirect rays.Item No-infill 3D Printing(The Eurographics Association, 2016) Wei, Xiaoran; Geng, Guohua; Zhang, Yuhe; Luis Gonzaga Magalhaes and Rafal MantiukThis paper introduces a partition method for printing hollow objects without infill via Fused Deposition Modeling (FDM), which is one of the most widely used 3D-printing technology. We linked the partition problem to the exact cover problem (ECP). Then the hollow objects can be printed without any infill. The experimental results show that our solution can be applied to a variety of models, closed-hollowed or semi-closed, with or without holes, as evidenced by experiments and performance evaluation on our proposed algorithm.Item Physically-based Rendering of Highly Scattering Fluorescent Solutions using Path Tracing(The Eurographics Association, 2016) Abdellah, Marwan; Bilgili, Ahmet; Eilemann, Stefan; Markram, Henry; Schürmann, Felix; Luis Gonzaga Magalhaes and Rafal MantiukWe introduce a physically-plausible Monte Carlo rendering technique that is capable of treating highly scattering participating media in the presence of fluorescent mixtures. Our model accounts for the actual intrinsic spectroscopic characteristics of fluorescent dyes. The model leads to an estimator for simulating the light interaction with highly scattering fluorescent-tagged participating media. Our system is applied to render images of two fluorescent solutions under different conditions. The model is qualitatively analyzed and validated against experimental emission spectra of fluorescent dyes.Item Real-Time Video Texture Synthesis for Multi-Frame Capsule Endoscopy Visualization(The Eurographics Association, 2016) Ecker, Ady; Luis Gonzaga Magalhaes and Rafal MantiukWe present a real-world application of real-time video texture synthesis for capsule endoscopyItem Terracotta Reassembly from Fragments Based on Surface Ornamentation Adjacency Constraints(The Eurographics Association, 2016) Zhang, Yuhe; Geng, Guohua; Wei, Xiaoran; Zhang, Shunli; Luis Gonzaga Magalhaes and Rafal MantiukThis paper introduces a method that enables the reassembly of fragments with incompleteness in fracture surfaces and break-curves. The incompleteness of the fracture surfaces and break-curves, both contribute to the failure of all previous geometry-driven techniques for reassembly of 3D objects. The proposed method is preferable because it depends on the surface ornamentation-the structured feature lines, which are often complete and can provide enough surface adjacency constraints. Finally, we demonstrate the benefits of our method with the favorable results for real-world point clouds of Terracotta.Item Transferring and Animating a non T-pose Model to a T-pose Model(The Eurographics Association, 2016) Hajari, Nasim; Cheng, Irene; Basu, Anup; Luis Gonzaga Magalhaes and Rafal MantiukNon T-pose animation is a technique that attempts to generate natural transformations between any non T-pose skeletons to the neutral T-pose skeleton. It is not always easy to extract or embed a T-pose animation skeleton into a 3D human model in an arbitrary initial position. This is even more problematic for natural human models obtained by 3D scanning, especially models of babies and kids. In addition, transforming a non T-pose to a T-pose requires a large amount of calculations. Hence, many commercially available software do not provide efficient methods to standardize non T-pose skeletons. This paper focuses on developing a simplified transformation method, which enables skeletons in arbitrary poses to be standardized and used in other media conveniently.