EG2017
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Item Accessible GLSL Shader Programming(The Eurographics Association, 2017) Toisoul, Antoine; Rueckert, Daniel; Kainz, Bernhard; Jean-Jacques Bourdin and Amit SheshTeaching fundamental principles of Computer Graphics requires a thoroughly prepared lecture alongside practical training. Modern graphics programming rarely provides a straightforward application programming interface (API) and the available APIs pose high entry barriers to students. Shader-based programming of standard graphics pipelines is often inaccessible through complex setup procedures and convoluted programming environments. In this paper we discuss an undergraduate entry level lecture with its according lab exercises. We present a programming framework that makes interactive graphics programming accessible while allowing to design individual tasks as instructive exercises to solidify the content of individual lecture units. The discussed teaching framework provides a well defined programmable graphics pipeline with geometry shading stages and image-based post processing functionality based on framebuffer objects. It is open-source and available online.Item AIR: Anywhere Immersive Reality with User-Perspective Projection(The Eurographics Association, 2017) Byun, JungHyun; Chae, SeungHo; Yang, YoonSik; Han, TackDon; Adrien Peytavie and Carles BoschProjection-based augmented reality (AR) has much potential, but is limited in that it requires burdensome installations and prone to geometric distortions on display surface. To overcome these limitations, we propose AIR. It can be carried and placed anywhere to project AR using pan/tilting motors, while providing the user with distortion-free projection of a correct 3D view.Item Ambient Occlusion Baking via a Feed-Forward Neural Network(The Eurographics Association, 2017) Erra, Ugo; Capece, Nicola Felice; Agatiello, Roberto; Adrien Peytavie and Carles BoschWe present a feed-forward neural network approach for ambient occlusion baking in real-time rendering. The idea is based on implementing a multi-layer perceptron that allows a general encoding via regression and an efficient decoding via a simple GPU fragment shader. The non-linear nature of multi-layer perceptrons makes them suitable and effective for capturing nonlinearities described by ambient occlusion values. A multi-layer perceptron is also random-accessible, has a compact size, and can be evaluated efficiently on the GPU. We illustrate our approach of screen-space ambient occlusion based on neural network including its quality, size, and run-time speed.Item AnimDiff: Comparing 3D Animations for Revision Control(The Eurographics Association, 2017) Madges, George; Miles, Idris; Anderson, Eike Falk; Adrien Peytavie and Carles BoschThe process of animating a complex 3D character can be a time consuming activity which may take several iterations and several artists working in collaboration, each iteration improving some elements of the animation but potentially introducing artifacts in others. At present there exists no formal process to collate these various revisions in a manner that allows for close examination of their differences, which would help speed up the creation of 3D animations. To address this we present a method for equivalence checking and displaying differences between differing versions of an animated 3D model. Implemented in a tool that allows selective blending of animations, this provides a first step towards a 3D animation revision control system.Item An Automatic Stroke Extraction Method using Manifold Learning(The Eurographics Association, 2017) Chen, Xudong; Lian, Zhouhui; Tang, Yingmin; Xiao, Jianguo; Adrien Peytavie and Carles BoschStroke extraction is one of the most important tasks in areas of computer graphics and document analysis. So far, data-driven methods are believed to perform relatively well, which use the pre-processed characters as templates. However, how to accurately extract strokes of characters is still a tough and challenging task because there are various styles of characters, which may vary a lot from the template character. To solve this problem, we build a font skeleton manifold in which we can always find a most similar character as a template by traversing the locations in the manifold. Because of the similar structure and font style, the point set registration of the template character with the target character would be much more effective and accurate. Experimental results on characters in both printing style and handwriting style reveal that our method using manifold learning has a better performance in the application of stroke extraction for Chinese characters.Item bRenderer: A Flexible Basis for a Modern Computer Graphics Curriculum(The Eurographics Association, 2017) Bürgisser, Benjamin; Steiner, David; Pajarola, Renato; Jean-Jacques Bourdin and Amit SheshIn this article, we present bRenderer, a basic educational 3D rendering framework that has resulted from four years of experience in teaching an introductory-level computer graphics course at the University of Zurich. Our renderer is based on the observation that teaching a single basic but comprehensive computer graphics course often means to face the choice between students learning a low-level graphics API bottom-up on one side, or a powerful (game) engine on the other. Solutions between these two extremes tend to be either too rudimentary to easily allow advanced visual effects in student projects, or too abstract to facilitate learning about the underlying principles of computer graphics. Our platform-independent framework abstracts the functionality of its underlying graphics API and libraries to an extent that still preserves the main concepts taught in a computer graphics course. Consequently, bRenderer can be used in student projects, as well as in exercises. It helps students to easily understand how a renderer is implemented without getting distracted by the particular implementation of the framework or platform-specific characteristics.Item A Comparative Review of Tone-mapping Algorithms for High Dynamic Range Video(The Eurographics Association and John Wiley & Sons Ltd., 2017) Eilertsen, Gabriel; Mantiuk, Rafal K.; Unger, Jonas; Victor Ostromoukov and Matthias ZwickerTone-mapping constitutes a key component within the field of high dynamic range (HDR) imaging. Its importance is manifested in the vast amount of tone-mapping methods that can be found in the literature, which are the result of an active development in the area for more than two decades. Although these can accommodate most requirements for display of HDR images, new challenges arose with the advent of HDR video, calling for additional considerations in the design of tone-mapping operators (TMOs). Today, a range of TMOs exist that do support video material.We are now reaching a point where most camera captured HDR videos can be prepared in high quality without visible artifacts, for the constraints of a standard display device. In this report, we set out to summarize and categorize the research in tone-mapping as of today, distilling the most important trends and characteristics of the tone reproduction pipeline. While this gives a wide overview over the area, we then specifically focus on tone-mapping of HDR video and the problems this medium entails. First, we formulate the major challenges a video TMO needs to address. Then, we provide a description and categorization of each of the existing video TMOs. Finally, by constructing a set of quantitative measures, we evaluate the performance of a number of the operators, in order to give a hint on which can be expected to render the least amount of artifacts. This serves as a comprehensive reference, categorization and comparative assessment of the state-of-the-art in tone-mapping for HDR video.Item Computer Generated Display Holography(The Eurographics Association, 2017) Lobaz, Petr; Adrien Bousseau and Diego Gutierrez« A hologram » is a ubiquitous term when talking about realistic 3-D illusion. « Holographic display » seems to be the holy grail of 3-D display technology, at least according to news headlines. But what « holographic » actually means? The tutorial explains basics of holography, the lensless imaging method, invented by Gabor and Denisyuk in the mid-twentieth century, that produces breathtaking 3-D images - holograms. Then it explains basic steps of transition from classical to digital holography and to computer generated display holography - a counterpart of computer graphics that does not calculate an image, but a hologram. The tutorial also covers holographic printing, holographic electronic displays and compares them to competing technologies.Item Conformal Factor Persistence for Fast Hierarchical Cone Extraction(The Eurographics Association, 2017) Vintescu, Ana-Maria; Dupont, Florent; Lavoué, Guillaume; Memari, Pooran; Tierny, Julien; Adrien Peytavie and Carles BoschThis paper presents a new algorithm for the fast extraction of hierarchies of cone singularities for conformal surface parameterization. Cone singularities have been shown to greatly improve the distortion of such parameterizations since they locally absorb the area distortion. Therefore, existing automatic approaches aim at inserting cones where large area distortion can be predicted. However, such approaches are iterative, which results in slow computations, even often slower than the actual subsequent parameterization procedure. This becomes even more problematic as often the user does not know in advance the right number of needed cones and thus needs to explore cone hierarchies to obtain a satisfying result. Our algorithm relies on the key observation that the local extrema of the conformal factor already provide a good approximation of the cone singularities extracted with previous techniques, while needing only one linear solving where previous approaches needed one solving per hierarchy level. We apply concepts from persistent homology to organize very efficiently such local extrema into a global hierarchy. Experiments demonstrate the approximation quality of our approach quantitatively and report time-performance improvements of one order of magnitude, which makes our technique well suited for interactive contexts.Item Coupled Simulation of Deformable Bodies and ISPH Fluids for Secondary Bone Healing(The Eurographics Association, 2017) Rumman, Nadine Abu; Müller, Patric; Nair, Prapanch; Pöschel, Thorsten; Pierre Benard and Daniel SykoraWe propose a new scheme for the two-way coupling of incompressible fluids and deformable bodies, where we focus on a medical application; in particular, secondary bone healing. Our method allows for accurate simulation and visualisation of the secondary bone healing process, which is used to optimise clinical treatment of bone fractures. In our simulation, the soft tissues are simulated as elastic materials using Strain Based Dynamics (SBD), and fluid is simulated using Incompressible Smoothed Particle Hydrodynamics (ISPH). The interaction model we propose works with any type of deformation technique as long as the object surface is represented by a polygonal mesh and the fluid by Lagrangian particles.Item Designing a Computer Graphics Course for First Year Undergraduates(The Eurographics Association, 2017) Dodgson, Neil A.; Chalmers, Andrew; Jean-Jacques Bourdin and Amit SheshWe document the challenge of designing a technical computer graphics course for undergraduate students who have taken only a single undergraduate programming course and have not yet had to take any mathematics beyond high school. This course is the introduction to a major in computer graphics within a Bachelor of Science degree. We needed an introduction to the rigour of computer graphics that would attract students to continue with the major, that would provide a useful foundation for that major, and that could be attempted with minimal prerequisites.Item Detail Highlighting using a Shadow Edge Histogram(The Eurographics Association, 2017) Gkaravelis, Anastasios; Papaioannou, Georgios; Adrien Peytavie and Carles BoschIn this paper we propose a simple and effective technique for setting up a configuration of directional light sources to accentuate the prominent geometric features of complex objects by increasing the local shadow contrast near them. Practical applications of such a task are encountered among others in professional photography, and cinematography. The method itself, which is based on a voting mechanism, quickly produces consistent and view-independent results, with minimal user intervention.Item Differencing and Merging for 3D Animation Revision Control(The Eurographics Association, 2017) Madges, George; Miles, Idris; Anderson, Eike Falk; Pierre Benard and Daniel SykoraVersion Control System (VCS) techniques for managing the creation of 3D computer generated models exist for static 3D models, however, there are no solutions for revision control of the animation data from animated 3D models. A precondition for any type of VCS is the ability to compare two versions of an item, to identify the differences between them and to combine these. To this end, we propose a novel 3-way difference, merging and conflict resolution technique for 3D animation data.Item Discovering New Monte Carlo Noise Filters with Genetic Programming(The Eurographics Association, 2017) Kán, Peter; Davletaliyev, Maxim; Kaufmann, Hannes; Adrien Peytavie and Carles BoschThis paper presents a novel method for the discovery of new analytical filters suitable for filtering of noise in Monte Carlo rendering. Our method utilizes genetic programming to evolve the set of analytical filtering expressions with the goal to minimize image error in training scenes. We show that genetic programming is capable of learning new filtering expressions with quality comparable to state of the art noise filters in Monte Carlo rendering. Additionally, the analytical nature of the resulting expressions enables the run-times one order of magnitude faster than compared state of the art methods. Finally, we present a new analytical filter discovered by our method which is suitable for filtering of Monte Carlo noise in diffuse scenes.Item EUROGRAPHICS 2017: Dirk Bartz Prize Frontmatter(Eurographics Association, 2017) Bruckner, Stefan; Ropinski, Timo;Item EUROGRAPHICS 2017: Education Papers Frontmatter(Eurographics Association, 2017) Bourdin, Jean Jacques; Shesh, Amit;Item EUROGRAPHICS 2017: Posters Frontmatter(Eurographics Association, 2017) Benard, Pierre; Sykora, Daniel;Item EUROGRAPHICS 2017: Short Papers Frontmatter(Eurographics Association, 2017) Peytavie, Adrien; Bosch, Carles;Item EUROGRAPHICS 2017: State of the Art Reports Frontmatter(The Eurographics Association and John Wiley & Sons Ltd., 2017) Ostromoukov, Victor; Zwicker, Matthias;Item EUROGRAPHICS 2017: Tutorials Frontmatter(Eurographics Association, 2017) Bousseau, Adrien; Gutierrez, Diego;