EG 2016 - Posters
Permanent URI for this collection
Browse
Browsing EG 2016 - Posters by Title
Now showing 1 - 20 of 22
Results Per Page
Sort Options
Item 3D Modelling Framework: an Incremental Approach(The Eurographics Association, 2016) Almeida, Luis; Menezes, Paulo; Dias, Jorge; Luis Gonzaga Magalhaes and Rafal MantiukThis paper presents a framework for on-line incremental 3D modeling useful for human computer interaction or telepresence applications. We aim a free viewpoint approach based on user's realistic representation to simulate a real face-to-face meeting. Our contribution includes a new adaptation of the Crust algorithm for incremental reconstruction purposes and, a confidence method that evaluates the fusion of new data into the reconstructed model, based on measure uncertainty and novelty.With depth and image information of a single RGB-D sensor, we incrementally reconstruct a mesh model by combining visual features and shape-based alignment.Item A 3D Morphable Model of the Eye Region(The Eurographics Association, 2016) Wood, Erroll; Baltrušaitis, Tadas; Morency, Louis-Philippe; Robinson, Peter; Bulling, Andreas; Luis Gonzaga Magalhaes and Rafal MantiukWe present the first 3D morphable model that includes the eyes, enabling gaze estimation and gaze re-targetting from a single image. Morphable face models are a powerful tool and are used for a range of tasks including avatar animation and facial expression transfer. However, previous work has avoided the eyes, even though they play an important role in human communication. We built a new morphable model of the facial eye-region from high-quality head scan data, and combined this with a parametric eyeball model constructed from anatomical measurements and iris photos. We fit our models to an input RGB image, solving for shape, texture, pose, and scene illumination simultaneously. This provides us with an estimate of where a person is looking in a 3D scene without per-user calibration - a still unsolved problem in computer vision. It also allows us to re-render a person's eyes with different parameters, thus redirecting their perceived attention.Item Acceptable System Latency for Gaze-Dependent Level of Detail Rendering(The Eurographics Association, 2016) Chwesiuk, Michał; Mantiuk, Radoslaw; Luis Gonzaga Magalhaes and Rafal MantiukHuman visual system is unable to perceive all details in the entire field of view. High frequency features are noticeable only at a small angle of 1-2 degrees around the viewing direction. Therefore, it is a reasonable idea to render the coarser object representations for the parafoveal and peripheral visions. A core problem of this gaze-dependent level-of-detail rendering is minimisation of the system latency. In this work we measure how fast should be the whole process of rendering and visualisation to prevent that level-of-detail change will be visible for human observers. We measured in the pilot experiment that even for distant periphery, the change from coarser to fine object representation should take less than 28 ms.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 Conversion of CAD Models to Loop Subdivision Surfaces(The Eurographics Association, 2016) Shen, Jingjing; Kosinka, Jirí; Luis Gonzaga Magalhaes and Rafal MantiukWe propose a general framework for converting a CAD model, which is a collection of trimmed NURBS surfaces, to a single Loop subdivision surface. We first apply a Delaunay-based meshing method to generate a template mesh and a set of data points from the input model, and then fit a Loop subdivision surface using exact evaluation.Item Efficient Point based Global Illumination on Intel MIC Architecture(The Eurographics Association, 2016) Xu, Xiang; Wang, Pei; Wang, Beibei; Wang, Lu; Tu, Changhe; Meng, Xiangxu; Boubekeur, Tamy; Luis Gonzaga Magalhaes and Rafal MantiukPoint-Based Global Illumination (PBGI) is a popular rendering method in special effects and motion picture productions. The tree-cut computation is in general the most time consuming part of this algorithm, but it can be formulated for efficient parallel execution, in particular regarding wide-SIMD hardware. In this context, we propose several vectorization schemes, namely single, packet and hybrid, to maximize the utilization of modern CPU architectures. While for the single scheme, 16 nodes from the hierarchy are processed for a single receiver in parallel, the packet scheme handles one node for 16 receivers. These two schemes work well for scenes having smooth geometry and diffuse material. When the scene contains high frequency bumps maps and glossy reflections, we use a hybrid vectorization method. We conduct experiments on an Intel Many Integrated Core architecture and report preliminary results on several scenes, showing that up to a 3x speedup can be achieved when compared with non-vectorized execution.Item Efficient Voxel Marking for Hierarchical Volumetric Fusion(The Eurographics Association, 2016) Szirmay-Kalos, László; Tóth, Balázs; Umenhoffer, Tamás; Luis Gonzaga Magalhaes and Rafal MantiukWhen fusing depth images into a 3D volumetric model, a crucial task is to mark macro-cells as empty or as intersected by the noisy surface represented by the depth image. This paper proposes a simple marking algorithm for the GPU implementation of hierarchical volumetric fusion. The method is based on multi-level DDA ray-casting. The GPU implementation is of scattering type, but we also show a solution to avoid atomic writes, which improves performance.Item EUROGRAPHICS 2016: Posters Frontmatter(Eurographics Association, 2016) Luis Gonzaga Magalhães; Rafał Mantiuk;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 A Practical GPU-accelerated Method for the Simulation of Naval Objects on Irregular Waves(The Eurographics Association, 2016) Bezgodov, Alexey; Karsakov, Andrey; Luis Gonzaga Magalhaes and Rafal MantiukThis paper introduce a new method for real-time simulation of naval objects (such as vessels, ships, buoys and lifejackets) with six degrees of freedom on irregular waves. Thus method is based on hydrodynamic and hydrostatic pressure integration using uniformly distributed random points that are built on each simulation step. Such approach allows us fast and stable pressure integration for arbitrary vessel hull and wave shape.Item Real-Time Rendering of Heterogeneous Translucent Materials with Dynamic Programming(The Eurographics Association, 2016) Ozawa, Tadahiro; Okamoto, Midori; Kubo, Hiroyuki; Morishima, Shigeo; Luis Gonzaga Magalhaes and Rafal MantiukSubsurface scattering is important to express translucent materials such as skin, marble and so on realistically. However, rendering translucent materials in real-time is challenging, since calculating subsurface light transport requires large computational cost. In this paper, we present a novel algorithm to render heterogeneous translucent materials using Dijkstra's Algorithm. Our two main ideas are follows: The first is fast construction of the graph by solid voxelization. The second is voxel shading like initialization of the graph. From these ideas, we obtain maximum contribution of emitted light on whole surface in single calculation. We realize real-time rendering of animated heterogeneous translucent objects with simple compute and our approach does not require any precomputation.Item Real-time Rendering of Heterogeneous Translucent Objects using Voxel Number Map(The Eurographics Association, 2016) Mochida, Keisuke; Okamoto, Midori; Kubo, Hiroyuki; Morishima, Shigeo; Luis Gonzaga Magalhaes and Rafal MantiukRendering of tranlucent objects enhances the reality of computer graphics, however, it is still computationally expensive. In this paper, we introduce a real-time rendering technique for heterogeneous translucent objects that contain complex structure inside. First, for the precomputation, we convert mesh models into voxels and generate Look-Up-Table in which the optical thickness between two surface voxels is stored. Second, we compute radiance in real-time using the precomputed optical thickness. At this time, we generate Voxel-Number-Map to fetch the texel value of the Look-Up-Table in GPU. Using Look-Up-Table and Voxel-Number-Map, our method can render translucent objects with cavities and different media inside in real-time.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 Rig-Space Motion Retargeting(The Eurographics Association, 2016) Hu, Lin-Chuan; Chang, Ming-Hsu; Chuang, Yung-Yu; Luis Gonzaga Magalhaes and Rafal MantiukThis paper presents a framework for transferring rig parameters from a source animation to a target model, allowing artists to further refine and adjust the animation. Most previous methods only transfer animations to meshes or joint parameters. However, in industry, character animations are usually manipulated by rigs. Thus, it is difficult for artists to work further on the retargeted animations. Our method first applies motion transfer to deform the target model to mimic the source motion. Next, we estimate the rig parameters which satisfy the following properties: (1) the resultant animation resembles the retargeted animation and (2) the rig parameters match the artist's editing conventions. Artists could refine the produced rig parameters and the edits are propagated throughout the whole animation.Item Skyglow: Towards a Night-time Illumination Model for Urban Environments(The Eurographics Association, 2016) Minor, Tom; Poncelet, Robert R.; Anderson, Eike Falk; Luis Gonzaga Magalhaes and Rafal MantiukFor night-time scenes in computer graphics there exist few consistent models or implementations for sky illumination, and those that do exist lack the feature of light pollution from artificial light sources. We present initial results for a physically-based night sky model including this ''skyglow''. Our model extends the existing models with the aforementioned ''skyglow'' from artificial light sources, using a technique derived from equations developed in the field of astronomy and adapted for a computer graphics context. Our current model has been implemented for Pixar's RenderMan renderer and also been trialled with ShaderToy.Item 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 Tiled Depth of Field Splatting(The Eurographics Association, 2016) Selgrad, Kai; Franke, Linus; Stamminger, Marc; Luis Gonzaga Magalhaes and Rafal MantiukWe present a method to compute post-processing depth of field (DOF) that produces more accurate results than previous approaches. Our method is based on existing approaches, namely DOF rendering by splatting and fast, tile-based particle accumulation. Using tile-based accumulation allows us to correctly sort out of focus pixels and apply proper alpha-blending to avoid artifacts commonly encountered with filter-based depth of field methods.