Volume 33 (2014)
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Item 2D-3D Lifting for Shape Reconstruction(The Eurographics Association and John Wiley and Sons Ltd., 2014) Nan, Liangliang; Sharf, Andrei; Chen, Baoquan; J. Keyser, Y. J. Kim, and P. WonkaWe present an algorithm for shape reconstruction from incomplete 3D scans by fusing together two acquisition modes: 2D photographs and 3D scans. The two modes exhibit complementary characteristics: scans have depth information, but are often sparse and incomplete; photographs, on the other hand, are dense and have high resolution, but lack important depth information. In this work we fuse the two modes, taking advantage of their complementary information, to enhance 3D shape reconstruction from an incomplete scan with a 2D photograph. We compute geometrical and topological shape properties in 2D photographs and use them to reconstruct a shape from an incomplete 3D scan in a principled manner. Our key observation is that shape properties such as boundaries, smooth patches and local connectivity, can be inferred with high confidence from 2D photographs. Thus, we register the 3D scan with the 2D photograph and use scanned points as 3D depth cues for lifting 2D shape structures into 3D. Our contribution is an algorithm which significantly regularizes and enhances the problem of 3D reconstruction from partial scans by lifting 2D shape structures into 3D. We evaluate our algorithm on various shapes which are loosely scanned and photographed from different views, and compare them with state-of-the-art reconstruction methods.Item 3D Motion Completion in Crowded Scenes(The Eurographics Association and John Wiley and Sons Ltd., 2014) Gafni, Niv; Sharf, Andrei; Thomas Funkhouser and Shi-Min HuCrowded motions refer to multiple objects moving around and interacting such as crowds, pedestrians and etc. We capture crowded scenes using a depth scanner at video frame rates. Thus, our input is a set of depth frames which sample the scene over time. Processing such data is challenging as it is highly unorganized, with large spatiotemporal holes due to many occlusions. As no correspondence is given, locally tracking 3D points across frames is hard due to noise and missing regions. Furthermore global segmentation and motion completion in presence of large occlusions is ambiguous and hard to predict. Our algorithm utilizes Gestalt principles of common fate and good continuity to compute motion tracking and completion respectively. Our technique does not assume any pregiven markers or motion template priors. Our key-idea is to reduce the motion completion problem to a 1D curve fitting and matching problem which can be solved efficiently using a global optimization scheme. We demonstrate our segmentation and completion method on a variety of synthetic and real world crowded scanned scenes.Item 3D Shape Segmentation and Labeling via Extreme Learning Machine(The Eurographics Association and John Wiley and Sons Ltd., 2014) Xie, Zhige; Xu, Kai; Liu, Ligang; Xiong, Yueshan; Thomas Funkhouser and Shi-Min HuWe propose a fast method for 3D shape segmentation and labeling via Extreme Learning Machine (ELM). Given a set of example shapes with labeled segmentation, we train an ELM classifier and use it to produce initial segmentation for test shapes. Based on the initial segmentation, we compute the final smooth segmentation through a graph-cut optimization constrained by the super-face boundaries obtained by over-segmentation and the active contours computed from ELM segmentation. Experimental results show that our method achieves comparable results against the state-of-the-arts, but reduces the training time by approximately two orders of magnitude, both for face-level and super-face-level, making it scale well for large datasets. Based on such notable improvement, we demonstrate the application of our method for fast online sequential learning for 3D shape segmentation at face level, as well as realtime sequential learning at super-face level.Item 3D Timeline: Reverse Engineering of a Part-based Provenance from Consecutive 3D Models(The Eurographics Association and John Wiley and Sons Ltd., 2014) Dobos, Jozef; Mitra, Niloy J.; Steed, Anthony; B. Levy and J. KautzWe present a novel tool for reverse engineering of modeling histories from consecutive 3D files based on a timeline abstraction. Although a timeline interface is commonly used in 3D modeling packages for animations, it has not been used on geometry manipulation before. Unlike previous visualization methods that require instrumentation of editing software, our approach does not rely on pre-recorded editing instructions. Instead, each stand-alone 3D file is treated as a keyframe of a construction flow from which the editing provenance is reverse engineered. We evaluate this tool on six complex 3D sequences created in a variety of modeling tools by different professional artists and conclude that it provides useful means of visualizing and understanding the editing history. A comparative user study suggests the tool is well suited for this purpose.Item 4D MRI Flow Coupled to Physics-Based Fluid Simulation for Blood-Flow Visualization(The Eurographics Association and John Wiley and Sons Ltd., 2014) Hoon, Niels de; Pelt, Roy van; Jalba, Andrei; Vilanova, Anna; H. Carr, P. Rheingans, and H. SchumannModern MRI measurements deliver volumetric and time-varying blood-flow data of unprecedented quality. Visual analysis of these data potentially leads to a better diagnosis and risk assessment of various cardiovascular diseases. Recent advances have improved the speed and quality of the imaging data considerably. Nevertheless, the data remains compromised by noise and a lack of spatiotemporal resolution. Besides imaging data, also numerical simulations are employed. These are based on mathematical models of specific features of physical reality. However, these models require realistic parameters and boundary conditions based on measurements. We propose to use data assimilation to bring measured data and physically-based simulation together, and to harness the mutual benefits. The accuracy and noise robustness of the coupled approach is validated using an analytic flow field. Furthermore, we present a comparative visualization that conveys the differences between using conventional interpolation and our coupled approach.Item 4D Video Textures for Interactive Character Appearance(The Eurographics Association and John Wiley and Sons Ltd., 2014) Casas, Dan; Volino, Marco; Collomosse, John; Hilton, Adrian; B. Levy and J. Kautzanimation from a database of 4D actor performance captured in a multiple camera studio. 4D performance capture reconstructs dynamic shape and appearance over time but is limited to free-viewpoint video replay of the same motion. Interactive animation from 4D performance capture has so far been limited to surface shape only. 4DVT is the final piece in the puzzle enabling video-realistic interactive animation through two contributions: a layered view-dependent texture map representation which supports efficient storage, transmission and rendering from multiple view video capture; and a rendering approach that combines multiple 4DVT sequences in a parametric motion space, maintaining video quality rendering of dynamic surface appearance whilst allowing high-level interactive control of character motion and viewpoint. 4DVT is demonstrated for multiple characters and evaluated both quantitatively and through a user-study which confirms that the visual quality of captured video is maintained. The 4DVT representation achieves >90% reduction in size and halves the rendering cost.Item Accurate and Efficient Lighting for Skinned Models(The Eurographics Association and John Wiley and Sons Ltd., 2014) Tarini, Marco; Panozzo, Daniele; Sorkine-Hornung, Olga; B. Levy and J. KautzIn the context of real-time, GPU-based rendering of animated skinned meshes, we propose a new algorithm to compute surface normals with minimal overhead both in terms of the memory footprint and the required per-vertex operations. By accounting for the variation of the skinning weights over the surface, we achieve a higher visual quality compared to the standard approximation ubiquitously used in video-game engines and other real-time applications. Our method supports Linear Blend Skinning and Dual Quaternion Skinning. We demonstrate the advantages of our technique on a variety of datasets and provide a complete open-source implementation, including GLSL shaders.Item Adaptive Multi-scale Analysis for Point-based Surface Editing(The Eurographics Association and John Wiley and Sons Ltd., 2014) Nader, Georges; Guennebaud, Gael; Mellado, Nicolas; J. Keyser, Y. J. Kim, and P. WonkaThis paper presents a tool that enables the direct editing of surface features in large point-clouds or meshes. This is made possible by a novel multi-scale analysis of unstructured point-clouds that automatically extracts the number of relevant features together with their respective scale all over the surface. Then, combining this ingredient with an adequate multi-scale decomposition allows us to directly enhance or reduce each feature in an independent manner. Our feature extraction is based on the analysis of the scale-variations of locally fitted surface primitives combined with unsupervised learning techniques. Our tool may be applied either globally or locally, and millions of points are handled in real-time. The resulting system enables users to accurately edit complex geometries with minimal interaction.Item Adaptive Surface Visualization of Vessels with Animated Blood Flow(The Eurographics Association and John Wiley and Sons Ltd., 2014) Lawonn, Kai; Gasteiger, Rocco; Preim, Bernhard; Oliver Deussen and Hao (Richard) ZhangThe investigation of hemodynamic information for the assessment of cardiovascular diseases (CVDs) gained importance in recent years. Improved flow measuring modalities and computational fluid dynamics (CFD) simulations yield in reliable blood flow information. For a visual exploration of the flow information, domain experts are used to investigate the flow information combined with its enclosed vessel anatomy. Since the flow is spatially embedded in the surrounding vessel surface, occlusion problems have to be resolved. A visual reduction of the vessel surface that still provides important anatomical features is required. We accomplish this by applying an adaptive surface visualization inspired by the suggestive contour measure. Furthermore, an illustration is employed to highlight the animated pathlines and to emphasize nearby surface regions. Our approach combines several visualization techniques to improve the perception of surface shape and depth. Thereby, we ensure appropriate visibility of the embedded flow information, which can be depicted with established or advanced flow visualization techniques. We apply our approach to cerebral aneurysms and aortas with simulated and measured blood flow. An informal user feedback with nine domain experts, we confirm the advantages of our approach compared with existing methods, e.g. semi‐transparent surface rendering. Additionally, we assessed the applicability and usefulness of the pathline animation with highlighting nearby surface regions.The investigation of hemodynamic information for the assessment of cardiovascular diseases (CVD) gained importance in recent years. Improved flow measuring modalities and computational fluid dynamics (CFD) simulations yield in reliable blood flow information. For a visual exploration of the flow information, domain experts are use to investigate the flow information combined with its enclosed vessel anatomy. Since the flow is spatially embedded in the surrounding vessel surface, occlusion problems have to be resolved. A visual reduction of the vessel surface that still provides important anatomical features is required. We accomplish this by applying an adaptive surface visualization inspired by the suggestive contour measure.Item Adaptive Texture Space Shading for Stochastic Rendering(The Eurographics Association and John Wiley and Sons Ltd., 2014) Andersson, Magnus; Hasselgren, Jon; Toth, Robert; Akenine-Möller, Tomas; B. Levy and J. KautzWhen rendering effects such as motion blur and defocus blur, shading can become very expensive if done in a naïve way, i.e. shading each visibility sample. To improve performance, previous work often decouple shading from visibility sampling using shader caching algorithms. We present a novel technique for reusing shading in a stochastic rasterizer. Shading is computed hierarchically and sparsely in an object-space texture, and by selecting an appropriate mipmap level for each triangle, we ensure that the shading rate is sufficiently high so that no noticeable blurring is introduced in the rendered image. Furthermore, with a two-pass algorithm, we separate shading from reuse and thus avoid GPU thread synchronization. Our method runs at real-time frame rates and is up to 3x faster than previous methods. This is an important step forward for stochastic rasterization in real time.Item Advanced Hybrid Particle-Grid Method with Sub-Grid Particle Correction(The Eurographics Association and John Wiley and Sons Ltd., 2014) Um, Kiwon; Baek, Seungho; Han, JungHyun; J. Keyser, Y. J. Kim, and P. WonkaThis paper proposes a novel hybrid particle-grid approach to liquid simulation, which uses the fluid-implicitparticle (FLIP) method to resolve the liquid motion and a grid-based particle correction method to complement FLIP. The correction process addresses the high-frequency errors in FLIP ensuring that the particles are properly distributed. The proposed approach enables the corrective procedure to avoid directly processing the particle relationships and supports flexible corrective forces. The proposed technique effectively and efficiently improves the distribution of the particles and therefore enhances the overall simulation quality. The experimental results confirm that the technique is able to conserve the liquid volume and to produce dynamic surface motions, thin liquid sheets, and smooth surfaces without disturbing artifacts such as bumpy noise.Item Analogy-Driven 3D Style Transfer(The Eurographics Association and John Wiley and Sons Ltd., 2014) Ma, Chongyang; Huang, Haibin; Sheffer, Alla; Kalogerakis, Evangelos; Wang, Rui; B. Levy and J. KautzStyle transfer aims to apply the style of an exemplar model to a target one, while retaining the target s structure. The main challenge in this process is to algorithmically distinguish style from structure, a high-level, potentially ill-posed cognitive task. Inspired by cognitive science research we recast style transfer in terms of shape analogies. In IQ testing, shape analogy queries present the subject with three shapes: source, target and exemplar, and ask them to select an output such that the transformation, or analogy, from the exemplar to the output is similar to that from the source to the target. The logical process involved in identifying the source-to-target analogies implicitly detects the structural differences between the source and target and can be used effectively to facilitate style transfer. Since the exemplar has a similar structure to the source, applying the analogy to the exemplar will provide the output we seek. The main technical challenge we address is to compute the source to target analogies, consistent with human logic. We observe that the typical analogies we look for consist of a small set of simple transformations, which when applied to the exemplar generate a continuous, seamless output model. To assemble a shape analogy, we compute an optimal set of source-to-target transformations, such that the assembled analogy best fits these criteria. The assembled analogy is then applied to the exemplar shape to produce the desired output model. We use the proposed framework to seamlessly transfer a variety of style properties between 2D and 3D objects and demonstrate significant improvements over the state of the art in style transfer. We further show that our framework can be used to successfully complete partial scans with the help of a user provided structural template, coherently propagating scan style across the completed surfaces.Item Anisotropic Geodesics for Live-wire Mesh Segmentation(The Eurographics Association and John Wiley and Sons Ltd., 2014) Zhuang, Yixin; Zou, Ming; Carr, Nathan; Ju, Tao; J. Keyser, Y. J. Kim, and P. WonkaWe present an interactive method for mesh segmentation that is inspired by the classical live-wire interaction for image segmentation. The core contribution of the work is the definition and computation of wires on surfaces that are likely to lie at segment boundaries. We define wires as geodesics in a new tensor-based anisotropic metric, which improves upon previous metrics in stability and feature-awareness. We further introduce a simple but effective mesh embedding approach that allows geodesic paths in an anisotropic path to be computed efficiently using existing algorithms designed for Euclidean geodesics. Our tool is particularly suited for delineating segmentation boundaries that are aligned with features or curvature directions, and we demonstrate its use in creating artist-guided segmentations.Item Appearance Stylization of Manhattan World Buildings(The Eurographics Association and John Wiley and Sons Ltd., 2014) Li, C.; Willis, P. J.; Brown, M.; Holly Rushmeier and Oliver DeussenWe propose a method that generates stylized building models from examples (Figure ). Our method only requires minimal user input to capture the appearance of a Manhattan world (MW) building, and can automatically retarget the captured ‘look and feel’ to new models. The key contribution is a novel representation, namely the ‘style sheet’, that is captured independently from a building's structure. It summarizes characteristic shape and texture patterns on the building. In the retargeting stage, a style sheet is used to decorate new buildings of potentially different structures. Consistent face groups are proposed to capture complex texture patterns from the example model and to preserve the patterns in the retarget models. We will demonstrate how to learn such style sheets from different MW buildings and the results of using them to generate novel models.We propose a method that generates stylized building models from examples. Our method only requires minimal user input to capture the appearance of a Manhattan world building, and can automatically retarget the captured “look and feel” to new models. The key contribution is a novel representation, namely the “style sheet”, that is captured independently from a building's structure. It summarizes characteristic shape and texture patterns on the building. In the retargeting stage, a style sheet is used to decorate new buildings of potentially different structures. Consistent face groups are proposed to capture complex texture patterns from the example model and to preserve the patterns in the retarget models.Item Approximate Symmetry Detection in Partial 3D Meshes(The Eurographics Association and John Wiley and Sons Ltd., 2014) Sipiran, Ivan; Gregor, Robert; Schreck, Tobias; J. Keyser, Y. J. Kim, and P. WonkaSymmetry is a common characteristic in natural and man-made objects. Its ubiquitous nature can be exploited to facilitate the analysis and processing of computational representations of real objects. In particular, in computer graphics, the detection of symmetries in 3D geometry has enabled a number of applications in modeling and reconstruction. However, the problem of symmetry detection in incomplete geometry remains a challenging task. In this paper, we propose a vote-based approach to detect symmetry in 3D shapes, with special interest in models with large missing parts. Our algorithm generates a set of candidate symmetries by matching local maxima of a surface function based on the heat diffusion in local domains, which guarantee robustness to missing data. In order to deal with local perturbations, we propose a multi-scale surface function that is useful to select a set of distinctive points over which the approximate symmetries are defined. In addition, we introduce a vote-based scheme that is aware of the partiality, and therefore reduces the number of false positive votes for the candidate symmetries. We show the effectiveness of our method in a varied set of 3D shapes and different levels of partiality. Furthermore, we show the applicability of our algorithm in the repair and completion of challenging reassembled objects in the context of cultural heritage.Item Art-Photographic Detail Enhancement(The Eurographics Association and John Wiley and Sons Ltd., 2014) Son, Minjung; Lee, Yunjin; Kang, Henry; Lee, Seungyong; B. Levy and J. KautzWe present a novel method for enhancing details in a digital photograph, inspired by the principle of art photography. In contrast to the previous methods that primarily rely on tone scaling, our technique provides a flexible tone transform model that consists of two operators: shifting and scaling. This model permits shifting of the tonal range in each image region to enable significant detail boosting regardless of the original tone. We optimize these shift and scale factors in our constrained optimization framework to achieve extreme detail enhancement across the image in a piecewise smooth fashion, as in art photography. The experimental results show that the proposed method brings out a significantly large amount of details even from an ordinary low-dynamic range image.Item As-Conformal-As-Possible Surface Registration(The Eurographics Association and John Wiley and Sons Ltd., 2014) Yoshiyasu, Yusuke; Ma, Wan-Chun; Yoshida, Eiichi; Kanehiro, Fumio; Thomas Funkhouser and Shi-Min HuWe present a non-rigid surface registration technique that can align surfaces with sizes and shapes that are different from each other, while avoiding mesh distortions during deformation. The registration is constrained locally as conformal as possible such that the angles of triangle meshes are preserved, yet local scales are allowed to change. Based on our conformal registration technique, we devise an automatic registration and interactive registration technique, which can reduce user interventions during template fitting. We demonstrate the versatility of our technique on a wide range of surfaces.Item Authoring Narrative Visualizations with Ellipsis(The Eurographics Association and John Wiley and Sons Ltd., 2014) Satyanarayan, Arvind; Heer, Jeffrey; H. Carr, P. Rheingans, and H. SchumannData visualization is now a popular medium for journalistic storytelling. However, current visualization tools either lack support for storytelling or require significant technical expertise. Informed by interviews with journalists, we introduce a model of storytelling abstractions that includes state-based scene structure, dynamic annotations and decoupled coordination of multiple visualization components. We instantiate our model in Ellipsis: a system that combines a domain-specific language (DSL) for storytelling with a graphical interface for story authoring. User interactions are automatically translated into statements in the Ellipsis DSL. By enabling storytelling without programming, the Ellipsis interface lowers the threshold for authoring narrative visualizations. We evaluate Ellipsis through example applications and user studies with award-winning journalists. Study participants find Ellipsis to be a valuable prototyping tool that can empower journalists in the creation of interactive narratives.Item Automatic 3D Indoor Scene Updating with RGBD Cameras(The Eurographics Association and John Wiley and Sons Ltd., 2014) Liu, Zhenbao; Tang, Sicong; Xu, Weiwei; Bu, Shuhui; Han, Junwei; Zhou, Kun; J. Keyser, Y. J. Kim, and P. WonkaSince indoor scenes are frequently changed in daily life, such as re-layout of furniture, the 3D reconstructions for them should be flexible and easy to update. We present an automatic 3D scene update algorithm to indoor scenes by capturing scene variation with RGBD cameras. We assume an initial scene has been reconstructed in advance in manual or other semi-automatic way before the change, and automatically update the reconstruction according to the newly captured RGBD images of the real scene update. It starts with an automatic segmentation process without manual interaction, which benefits from accurate labeling training from the initial 3D scene. After the segmentation, objects captured by RGBD camera are extracted to form a local updated scene. We formulate an optimization problem to compare to the initial scene to locate moved objects. The moved objects are then integrated with static objects in the initial scene to generate a new 3D scene. We demonstrate the efficiency and robustness of our approach by updating the 3D scene of several real-world scenes.Item Automatic Generation of Tourist Brochures(The Eurographics Association and John Wiley and Sons Ltd., 2014) Birsak, Michael; Musialski, Przemyslaw; Wonka, Peter; Wimmer, Michael; B. Levy and J. KautzWe present a novel framework for the automatic generation of tourist brochures that include routing instructions and additional information presented in the form of so-called detail lenses. The first contribution of this paper is the automatic creation of layouts for the brochures. Our approach is based on the minimization of an energy function that combines multiple goals: positioning of the lenses as close as possible to the corresponding region shown in an overview map, keeping the number of lenses low, and an efficient numbering of the lenses. The second contribution is a route-aware simplification of the graph of streets used for traveling between the points of interest (POIs). This is done by reducing the graph consisting of all shortest paths through the minimization of an energy function. The output is a subset of street segments that enable traveling between all the POIs without considerable detours, while at the same time guaranteeing a clutter-free visualization.