36-Issue 2
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Browsing 36-Issue 2 by Subject "and systems"
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Item Chamber Recognition in Cave Data Sets(The Eurographics Association and John Wiley & Sons Ltd., 2017) Schertler, Nico; Buchroithner, Manfred; Gumhold, Stefan; Loic Barthe and Bedrich BenesQuantitative analysis of cave systems represented as 3D models is becoming more and more important in the field of cave sciences. One open question is the rigorous identification of chambers in a data set, which has a deep impact on subsequent analysis steps such as size calculation. This affects the international recognition of a cave since especially record-holding caves bear significant tourist attraction potential. In the past, chambers have been identified manually, without any clear definition or guidance. While experts agree on core parts of chambers in general, their opinions may differ in more controversial areas. Since this process is heavily subjective, it is not suited for objective quantitative comparison of caves. Therefore, we present a novel fully-automatic curve skeleton-based chamber recognition algorithm that has been derived from requirements from field experts. We state the problem as a binary labeling problem on a curve skeleton and find a solution through energy minimization. A thorough evaluation of our results with the help of expert feedback showed that our algorithm matches real-world requirements very closely and is thus suited as the foundation for any quantitative cave analysis system.Item Design Transformations for Rule-based Procedural Modeling(The Eurographics Association and John Wiley & Sons Ltd., 2017) Lienhard, Stefan; Lau, Cheryl; Müller, Pascal; Wonka, Peter; Pauly, Mark; Loic Barthe and Bedrich BenesWe introduce design transformations for rule-based procedural models, e.g., for buildings and plants. Given two or more procedural designs, each specified by a grammar, a design transformation combines elements of the existing designs to generate new designs. We introduce two technical components to enable design transformations. First, we extend the concept of discrete rule switching to rule merging, leading to a very large shape space for combining procedural models. Second, we propose an algorithm to jointly derive two or more grammars, called grammar co-derivation. We demonstrate two applications of our work: we show that our framework leads to a larger variety of models than previous work, and we show fine-grained transformation sequences between two procedural models.Item kDet: Parallel Constant Time Collision Detection for Polygonal Objects(The Eurographics Association and John Wiley & Sons Ltd., 2017) Weller, René; Debowski, Nicole; Zachmann, Gabriel; Loic Barthe and Bedrich BenesWe define a novel geometric predicate and a class of objects that enables us to prove a linear bound on the number of intersecting polygon pairs for colliding 3D objects in that class. Our predicate is relevant both in theory and in practice: it is easy to check and it needs to consider only the geometric properties of the individual objects - it does not depend on the configuration of a given pair of objects. In addition, it characterizes a practically relevant class of objects: we checked our predicate on a large database of real-world 3D objects and the results show that it holds for all but the most pathological ones. Our proof is constructive in that it is the basis for a novel collision detection algorithm that realizes this linear complexity also in practice. Additionally, we present a parallelization of this algorithm with a worst-case running time that is independent of the number of polygons. Our algorithm is very well suited not only for rigid but also for deformable and even topology-changing objects, because it does not require any complex data structures or pre-processing. We have implemented our algorithm on the GPU and the results show that it is able to find in real-time all colliding polygons for pairs of deformable objects consisting of more than 200k triangles, including self-collisions.Item On Realism of Architectural Procedural Models(The Eurographics Association and John Wiley & Sons Ltd., 2017) Beneš, Jan; Kelly, Tom; Děchtěrenko, Filip; Křivánek, Jaroslav; Müller, Pascal; Loic Barthe and Bedrich BenesThe goal of procedural modeling is to generate realistic content. The realism of this content is typically assessed by qualitatively evaluating a small number of results, or, less frequently, by conducting a user study. However, there is a lack of systematic treatment and understanding of what is considered realistic, both in procedural modeling and for images in general. We conduct a user study that primarily investigates the realism of procedurally generated buildings. Specifically, we investigate the role of fine and coarse details, and investigate which other factors contribute to the perception of realism. We find that realism is carried on different scales, and identify other factors that contribute to the realism of procedural and non-procedural buildings.Item ShapeGenetics: Using Genetic Algorithms for Procedural Modeling(The Eurographics Association and John Wiley & Sons Ltd., 2017) Haubenwallner, Karl; Seidel, Hans-Peter; Steinberger, Markus; Loic Barthe and Bedrich BenesIn this paper, we show that genetic algorithms (GA) can be used to control the output of procedural modeling algorithms. We propose an efficient way to encode the choices that have to be made during a procedural generation as a hierarchical genome representation. In combination with mutation and reproduction operations specifically designed for controlled procedural modeling, our GA can evolve a population of individual models close to any high-level goal. Possible scenarios include a volume that should be filled by a procedurally grown tree or a painted silhouette that should be followed by the skyline of a procedurally generated city. These goals are easy to set up for an artist compared to the tens of thousands of variables that describe the generated model and are chosen by the GA. Previous approaches for controlled procedural modeling either use Reversible Jump Markov Chain Monte Carlo (RJMCMC) or Stochastically-Ordered Sequential Monte Carlo (SOSMC) as workhorse for the optimization. While RJMCMC converges slowly, requiring multiple hours for the optimization of larger models, it produces high quality models. SOSMC shows faster convergence under tight time constraints for many models, but can get stuck due to choices made in the early stages of optimization. Our GA shows faster convergence than SOSMC and generates better models than RJMCMC in the long run.