EG2021
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Item 2D Points Curve Reconstruction Survey and Benchmark(The Eurographics Association and John Wiley & Sons Ltd., 2021) Ohrhallinger, Stefan; Peethambaran, Jiju; Parakkat, Amal Dev; Dey, Tamal Krishna; Muthuganapathy, Ramanathan; Bühler, Katja and Rushmeier, HollyCurve reconstruction from unstructured points in a plane is a fundamental problem with many applications that has generated research interest for decades. Involved aspects like handling open, sharp, multiple and non-manifold outlines, run-time and provability as well as potential extension to 3D for surface reconstruction have led to many different algorithms. We survey the literature on 2D curve reconstruction and then present an open-sourced benchmark for the experimental study. Our unprecedented evaluation of a selected set of planar curve reconstruction algorithms aims to give an overview of both quantitative analysis and qualitative aspects for helping users to select the right algorithm for specific problems in the field. Our benchmark framework is available online to permit reproducing the results and easy integration of new algorithms.Item Algorithms for Microscopic Crowd Simulation: Advancements in the 2010s(The Eurographics Association and John Wiley & Sons Ltd., 2021) Toll, Wouter van; Pettré, Julien; Bühler, Katja and Rushmeier, HollyThe real-time simulation of human crowds has many applications. Simulating how the people in a crowd move through an environment is an active and ever-growing research topic. Most research focuses on microscopic (or 'agent-based') crowdsimulation methods that model the behavior of each individual person, from which collective behavior can then emerge. This state-of-the-art report analyzes how the research on microscopic crowd simulation has advanced since the year 2010. We focus on the most popular research area within the microscopic paradigm, which is local navigation, and most notably collision avoidance between agents. We discuss the four most popular categories of algorithms in this area (force-based, velocity-based, vision-based, and data-driven) that have either emerged or grown in the last decade. We also analyze the conceptual and computational (dis)advantages of each category. Next, we extend the discussion to other types of behavior or navigation (such as group behavior and the combination with path planning), and we review work on evaluating the quality of simulations. Based on the observed advancements in the 2010s, we conclude by predicting how the research area of microscopic crowd simulation will evolve in the future. Overall, we expect a significant growth in the area of data-driven and learning-based agent navigation, and we expect an increasing number of methods that re-group multiple 'levels' of behavior into one principle. Furthermore, we observe a clear need for new ways to analyze (real or simulated) crowd behavior, which is important for quantifying the realism of a simulation and for choosing the right algorithms at the right time.Item Auto-rigging 3D Bipedal Characters in Arbitrary Poses(The Eurographics Association, 2021) Kim, Jeonghwan; Son, Hyeontae; Bae, Jinseok; Kim, Young Min; Theisel, Holger and Wimmer, MichaelWe present an end-to-end algorithm that can automatically rig a given 3D character such that it is ready for 3D animation. The animation of a virtual character requires the skeletal motion defined with bones and joints, and the corresponding deformation of the mesh represented with skin weights. While the conventional animation pipeline requires the initial 3D character to be in the predefined default pose, our pipeline can rig a 3D character in arbitrary pose. We handle the increased ambiguity by fixing the skeletal topology and solving for the full deformation space. After the skeletal positions and orientations are fully discovered, we can deform the provided 3D character into the default pose, from which we can animate the character with the help of recent motion-retargeting techniques. Our results show that we can successfully animate initially deformed characters, which was not possible with previous works.Item Automatic Hierarchical Arrangement of Vector Designs(The Eurographics Association, 2021) Fisher, Matthew; Agarwal, Vineet; Beri, Tarun; Theisel, Holger and Wimmer, MichaelWe present a method that transforms an unstructured vector design into a logical hierarchy of groups of objects. Each group is a meaningful collection, formed by proximity in visual characteristics (like size, shape, color, etc.) and spatial location of objects and models the grouping principles designers use. We first simplify the input design by partially or completely flattening it and isolate duplicate geometries in the design (for example, repeating patterns due to copy and paste operations). Next we build the object containment hierarchy by assigning objects that are wholly enclosed inside the geometry of other objects as children of the enclosing parent. In the final clustering phase, we use agglomerative clustering to obtain a bottom-up hierarchical grouping of all objects by comparing and ranking all pairs of objects according to visual and spatial characteristics. Spatial proximity segregates far apart objects, but when they are identical (or near identical) designers generally prefer to keep (and edit) them together. To accommodate this, we detect near identical objects and group them together during clustering despite their spatial separation. We further restrict group formation so that z-order disturbances in the design keep the visual appearance unaffected for tightly-overlapping geometry. The generated organization is equivalent to the original design and the organization results are used to facilitate abstract navigation (hierarchical, lateral or near similar) and selections in the design. Our technique works well with a variety of input designs with commonly identifiable objects and structural patterns.Item Bregman Approach to Single Image De-Raining(The Eurographics Association, 2021) Szirmay-Kalos, Laszlo; Tóth, Márton; Theisel, Holger and Wimmer, MichaelSurveillance cameras are expected to work also in bad visibility conditions, which requires algorithmic solutions to improve the captured image and to eliminate image degradation caused by these weather conditions. Algorithms for such tasks belong to the field of computational photography and have been successful in eliminating haze, fog, motion blur, etc. This paper presents a simple algorithm to suppress rain or snow from single images. The algorithm uses energy minimization, and we propose a novel data term and a Bregman distance based regularization term reflecting the particular properties of precipitation.Item Color Reproduction Framework for Inkjet FDM 3D Printers(The Eurographics Association, 2021) Silapasuphakornwong, Piyarat; Punpongsanon, Parinya; Panichkriangkrai, Chulapong; Sueeprasan, Suchitra; Uehira, Kazutake; Bittner, Jirí and Waldner, ManuelaRecent advances in consumer-grade 3D printers have enabled the fabrication of personal artifacts in aesthetically pleasing full color. However, the printed colors are usually different from the actual user desired colors due to the mismatching of droplets when the color reproduction workflow has been changed or the color profile setup is missing. In this paper, we present a preliminary experiment to investigate color reproduction errors in consumer-grade inkjet FDM 3D printers. Our results suggest that solving the problem requires initiating the workflow to minimize color reproduction errors such as using CMYK or sRGB color profiles. We also found that the mismatched color gamut between the input's desired texture and the 3D printed output depends on different file formats, and this finding requires future investigation.Item Conveying Firsthand Experience: The Circuit Parcours Technique for Efficient and Engaging Teaching in Courses about Virtual Reality and Augmented Reality(The Eurographics Association, 2021) Dörner, Ralf; Horst, Robin; Sousa Santos, Beatriz and Domik, GittaProviding the opportunity for hands-on experience is crucial when teaching courses about Virtual Reality (VR) and Augmented Reality (AR). However, the workload on the educator's side for providing these opportunities might be prohibitive. In addition, other organizational challenges can arise, for example, demonstrations of VR/AR application in a course might be too time-consuming, especially if the course is attended by many students. We present the Circuit Parcours Technique to meet these challenges. Here, in a well-organized event, stations with VR/AR demonstrations are provided in parallel, and students are enlisted to prepare and conduct the demonstrations. The event is embedded in a four-phase model. In this education paper, the technique is precisely described, examples for its flexible usage in different teaching situations are provided, advantages such as time efficiency are discussed, and lessons learned are shared from our experience with using this method for more than 10 years. Moreover, learning goals are identified that can be achieved with this technique besides gaining personal experience.Item CUDA and Applications to Task-based Programming(The Eurographics Association, 2021) Kenzel, Michael; Kerbl, Bernhard; Winter, Martin; Steinberger, Markus; O'Sullivan, Carol and Schmalstieg, DieterSince its inception, the CUDA programming model has been continuously evolving. Because the CUDA toolkit aims to consistently expose cutting-edge capabilities for general-purpose compute jobs to its users, the added features in each new version reflect the rapid changes that we observe in GPU architectures. Over the years, the changes in hardware, growing scope of built-in functions and libraries, as well as an advancing C++ standard compliance have expanded the design choices when coding for CUDA, and significantly altered the directives to achieve peak performance. In this tutorial, we give a thorough introduction to the CUDA toolkit, demonstrate how a contemporary application can benefit from recently introduced features and how they can be applied to task-based GPU scheduling in particular. For instance, we will provide detailed examples of use cases for independent thread scheduling, cooperative groups, and the CUDA standard library, libcu++, which are certain to become an integral part of clean coding for CUDA in the near future. https://cuda-tutorial.github.io/Item Data-driven Garment Pattern Estimation from 3D Geometries(The Eurographics Association, 2021) Goto, Chihiro; Umetani, Nobuyuki; Theisel, Holger and Wimmer, MichaelThree-dimensional scanning technology recently becomes widely available to the public. However, it is difficult to simulate clothing deformation from the scanned people because scanned data lacks information required for the clothing simulation. In this paper, we present a technique to estimate clothing patterns from a scanned person in cloth. Our technique uses image-based deep learning to estimate the type of pattern on the projected image. The key contribution is converting image-based inference into three-dimensional clothing pattern estimation. We evaluate our technique by applying our technique to an actual scan.Item EUROGRAPHICS 2021: CGF 40-2 STARs Frontmatter(The Eurographics Association and John Wiley & Sons Ltd., 2021) Bühler, Katja; Rushmeier, Holly; Bühler, Katja and Rushmeier, Holly-Item EUROGRAPHICS 2021: Education Papers Frontmatter(Eurographics Association, 2021) Sousa Santos, Beatriz; Domik, Gitta; Sousa Santos, Beatriz and Domik, GittaItem EUROGRAPHICS 2021: Posters Frontmatter(Eurographics Association, 2021) Bittner, Jirí; Waldner, Manuela; Bittner, Jirí and Waldner, ManuelaItem EUROGRAPHICS 2021: Short Papers Frontmatter(Eurographics Association, 2021) Theisel, Holger; Wimmer, Michael; Theisel, Holger and Wimmer, MichaelItem EUROGRAPHICS 2021: Tutorials Frontmatter(Eurographics Association, 2021) O'Sullivan, Carol; Schmalstieg, Dieter; O'Sullivan, Carol and Schmalstieg, DieterItem Fast and Robust Registration and Calibration of Depth-Only Sensors(The Eurographics Association, 2021) Mühlenbrock, Andre; Fischer, Roland; Weller, René; Zachmann, Gabriel; Bittner, Jirí and Waldner, ManuelaThe precise registration between multiple depth cameras is a crucial prerequisite for many applications. Previous techniques frequently rely on RGB or IR images and checkerboard targets for feature detection, partly due to the depth data being inherently noisy. This limitation prohibits the usage for use-cases where neither is available. We present a novel registration approach that solely uses depth data for feature detection, making it more universally applicable while still achieving robust and precise results. We propose a combination of a custom 3D registration target - a lattice with regularly-spaced holes - and a feature detection algorithm that is able to reliably extract the lattice and its features from noisy depth images.Item Film Directing for Computer Games and Animation(The Eurographics Association and John Wiley & Sons Ltd., 2021) Ronfard, Rémi; Bühler, Katja and Rushmeier, HollyOver the last forty years, researchers in computer graphics have proposed a large variety of theoretical models and computer implementations of a virtual film director, capable of creating movies from minimal input such as a screenplay or storyboard. The underlying film directing techniques are also in high demand to assist and automate the generation of movies in computer games and animation. The goal of this survey is to characterize the spectrum of applications that require film directing, to present a historical and up-to-date summary of research in algorithmic film directing, and to identify promising avenues and hot topics for future research.Item Gaming in Elliptic Geometry(The Eurographics Association, 2021) Szirmay-Kalos, Laszlo; Magdics, Milán; Theisel, Holger and Wimmer, MichaelAn interesting way to explore curved spaces is to play games governed by the rules of non-Euclidean geometries. However, modeling tools and game engines are developed with Euclidean geometry in mind. This paper addresses the problem of porting a game from Euclidean to elliptic geometry. We consider primarily the geometric calculations and the transformation pipeline.Item Generative Landmarks(The Eurographics Association, 2021) Ferman, David; Bharaj, Gaurav; Bittner, Jirí and Waldner, ManuelaWe propose a general purpose approach to detect landmarks with improved temporal consistency, and personalization. Most sparse landmark detection methods rely on laborious, manually labelled landmarks, where inconsistency in annotations over a temporal volume leads to sub-optimal landmark learning. Further, high-quality landmarks with personalization is often hard to achieve. We pose landmark detection as an image translation problem. We capture two sets of unpaired marked (with paint) and unmarked videos. We then use a generative adversarial network and cyclic consistency to predict deformations of landmark templates that simulate markers on unmarked images until these images are indistinguishable from ground-truth marked images. Our novel method does not rely on manually labelled priors, is temporally consistent, and image class agnostic - face, and hand landmarks detection examples are shown.Item Illumination-driven Light Probe Placement(The Eurographics Association, 2021) Vardis, Konstantinos; Vasilakis, Andreas Alexandros; Papaioannou, Georgios; Bittner, Jirí and Waldner, ManuelaWe introduce a simplification method for light probe configurations that preserves the indirect illumination distribution in scenes with diverse lighting conditions. An iterative graph simplification algorithm discards the probes that, according to a set of evaluation points, have the least impact on the global light field. Our approach is simple, generic and aims at improving the repetitive and often non-intuitive and tedious task of placing light probes on complex virtual environments.Item Interactive Finite Element Model of Needle Insertion and Laceration(The Eurographics Association, 2021) Perrusi, Pedro Henrique Suruagy; Baksic, Paul; Courtecuisse, Hadrien; Theisel, Holger and Wimmer, MichaelThis paper introduces an interactive model of needle insertion, including the possibility to simulate lacerations of tissue around the needle. The method relies on complementary constraints to couple the Finite Element models of the needle and tissue. The cutting path is generated from mechanical criteria (i.e. cutting force) at arbitrary resolution, avoiding expensive remeshing of Finite Element meshes. Complex behavior can be simulated in real time such as friction along the shaft of the needle, puncture and cutting force resulting from interactions of the needle with the tissue. The method is illustrated both in an interactive simulation of a needle insertion/cutting and in a robotic needle insertion in liver tissue during the breathing motion.
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