609 Works

Vocal One Switch (VOS) Selection Interfaces for Virtual and Augmented Reality Hands-free Tasks

Federico Manuri, Andrea Sanna, Fabrizio Lamberti & Gianluca Paravati
Several virtual and augmented reality tasks involve users in hands-free interactions; in this case, speech-based systems are often preferred for their intuitiveness and naturalness. On the other hand, the robustness of this kind of interfaces can be an issue, thus affecting both the usability and the user experience, when they are used in noisy environments. This paper proposes a comparison of a traditional multiword interface with a one switch interface triggered by vocal commands: three...

Real-Time Rendering of Heterogeneous Translucent Materials with Dynamic Programming

Tadahiro Ozawa, Midori Okamoto, Hiroyuki Kubo & Shigeo Morishima
Subsurface 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...

A Scalable Streamline Generation Algorithm Via Flux-Based Isocontour Extraction

Ayan Biswas, Richard Strelitz, Jonathan Woodring, Chun-Ming Chen & Han-Wei Shen
Streamlines are commonly used for visualizing flow fields, but particle-tracing based streamline computation usually does not scale well as the data size and complexity increase. Large flow simulations like global ocean or climate models can obtain near perfect load balancing and the resulting data sets are generally analyzed in two dimensional slices. To match the computational properties of these simulations, we propose the use of flux- based stream functions for generating streamlines in parallel. In...

Features vs Prototypes: Amplifying Cognition with Common Data Graphics

M. A. Migut & M. Worring
The most common and important data visualizations, such as barcharts or scatterplots are typically feature-based. In this paper we question whether feature-based representations are favorable from the cognition point of view. We show through the examples how the notion of prototypes can be introduced and discuss based on Card's taxonomy how feature- and prototypebased representations amplify cognition.

Advances in Geometry and Reflectance Acquisition

Michael Weinmann, Fabian Langguth, Michael Goesele & Reinhard Klein
This tutorial is focused on acquisition methods for geometry and reflectance as well as strategies towards an efficient acquisition pipeline to fulfill the demands of industry with respect to mass digitization of 3D contents. We provide a thorough overview of the standard methods for the acquisition of both geometry and reflectance of surfaces with different types of reflectance behavior ranging from diffuse over opaque to specular surfaces or even translucent and transparent surfaces as well...

Optimizing Window Shape for Daylighting: An Urban Context Approach

Eduardo Fernández, José Pedro Aguerre, Benoit Beckers & Gonzalo Besuievsky
Configuring the optimal shape and position of a building opening, such as windows or skylights, is a crucial task for daylight availability. Computing daylighting requires the use of climate-based data, which involves large data sets and a time-consuming task performed by procedures that in general are not well suited for optimization. In addition, optimal opening shapes may be strongly affected by the urban context, which is rarely taken into account or roughly approximated. In this...

TaCo: Comparative Visualization of Large Tabular Data

Reem Hourieh, Holger Stitz, Nils Gehlenborg & Marc Streit
Tabular data plays a vital role in many different domains. In the course of a project, changes to the structure and content of tables can result in multiple instances of a table. A challenging task when working with such derived tables is to understand what exactly has changed from one version to another. Traditional comparison tools assist users in inspecting differences between multiple table instances, however, the resulting visualizations are often hard to interpret or...

Versatile Interactions at Interfaces for SPH-Based Simulations

Tao Yang, Ming C. Lin, Ralph R. Martin, Jian Chang & Shi-Min Hu
The realistic capture of various interactions at interfaces is a challenging problem for SPH-based simulation. Previous works have mainly considered a single type of interaction, while real-world phenomena typically exhibit multiple interactions at different interfaces. For instance, when cracking an egg, there are simultaneous interactions between air, egg white, egg yolk, and the shell. To conveniently handle all interactions simultaneously in a single simulation, a versatile approach is critical. In this paper, we present a...

Towards Analytical Provenance Visualization for Criminal Intelligence Analysis

Junayed Islam, Craig Anslow, Kai Xu, William Wong & Leishi Zhang
In criminal intelligence analysis to complement the information entailed and to enhance transparency of the operations, it demands logs of the individual processing activities within an automated processing system. Management and tracing of such security sensitive analytical information flow originated from tightly coupled visualizations into visual analytic system for criminal intelligence that triggers huge amount of analytical information on a single click, involves design and development challenges. To lead to a believable story by using...

Interactive Oil Paint Filtering On Mobile Devices

Amir Semmo, Matthias Trapp, Sebastian Pasewaldt & Jürgen Döllner
Image stylization enjoys a growing popularity on mobile devices to foster casual creativity. However, the implementation and provision of high-quality image filters for artistic rendering is still faced by the inherent limitations of mobile graphics hardware such as computing power and memory resources. This work presents a mobile implementation of a filter that transforms images into an oil paint look, thereby highlighting concepts and techniques on how to perform multi-stage nonlinear image filtering on mobile...

Artistic Composition for Painterly Rendering

Thomas Lindemeier, Marc Spicker & Oliver Deussen
We present a technique for painterly renderings that follows a decomposition of the canvas into a set of regions and layers (coarse to fine). The regions reflect the spatial arrangement of the composition and the order in which the painting is to be created (typically back to front), and are produced in a way that new strokes only minimally paint over existing ones. Layers reflect the application of tools and are optimized for certain brush...

Generating Watertight Isosurfaces from 3D Seismic Data

Muhammad Sulaiman Khan, Hamish Carr & Doug Angus
Seismic data visualisation and analysis is an area of research interest for a lot of commercial and academic disciplines. It enables the geoscientists to understand structures underneath the earth. It is an important step in building subsurface geological models to identify hydrocarbon reservoirs and running geological simulations. Good quality watertight surface meshes are required for constructing these models for accurate identification and extraction of strata/horizons that contain carbon deposits such as fuel and gas. This...

Structuring 3D Medial Skeletons: A Comparative Study

Thomas Delame, Jacek Kustra & Alexandru C. Telea
Medial skeletons provide an effective alternative to boundary or volumetric representations for applications that focus on shape structure. This capability is provided by the skeletal structure, i.e., the curves and surfaces computed from centers of maximally inscribed balls by a process called structuration. Many several structuration methods exist, all having various challenges in terms of delivering a high-quality medial skeleton. This paper provides a first overview of existing structuration methods. We formally define the skeletal...

Generalized Trackball for Surfing Over Surfaces

Luigi Malomo, Paolo Cignoni & Roberto Scopigno
We present an efficient 3D interaction technique: generalizing the well known trackball approach, this technique unifies and blends the two common interaction mechanisms known as panning and orbiting. The approach allows to inspect a virtual object by navigating over its surrounding space, remaining at a chosen distance and performing an automatic panning over its surface. This generalized trackball allows an intuitive navigation of topologically complex shapes, enabling unexperienced users to visit hard-to-reach parts better and...

Fire and Gas Detection Mapping using Volumetric Rendering

Cameron Cotterill, Tyrone Davison, Simon J. O'Connor, David Orr, Fred Charles & Wen Tang
The software presented here provides an interactive real-time tool for the simulation of fire and gas detection mapping using volumetric rendering based on the layouts of fire and gas detectors within 3D virtual environments.

Functional Reactive Augmented Reality: Proof of Concept Using an Extended Augmented Desktop with Swipe Interaction

Joao Paulo Oliveira Marum, J. Adam Jones & H. Conrad Cunningham
Functional Reactive Programing (FRP) is a new paradigm that has been evolving and used in many different fields, i.e.: robotics, user interface and others. FRP was originally developed as a programming paradigm to handle animation and it has since been used as a replacement for the observer pattern in systems that require order and accuracy when handling large numbers of callbacks. Inaccuracy and ordering issues related to callbacks can negatively affect a user's experience when...

Styrian Diversity Visualisation: Visualising Statistical Open Data with a LeanWeb App and Data Server

Keith Andrews, Thomas Traunmüller, Thomas Wolkinger, Eva Goldgruber, Robert Gutounig & Julian Ausserhofer
Statistical open data is usually provided only in the form of spreadsheets or CSV files. The developers of open data apps must either restrict themselves to managable bite-sized chunks of data, which can be consumed (read, parsed, and held in memory) in one go, or must install and maintain their own data server which the app can query on demand. The Styrian Diversity Visualisation (in German ''Steirische Vielfalt Visualisiert'' or SVV) project demonstrates the use...

Automatic Lighting Design from Photographic Rules

Jérémy Wambecke, Romain Vergne, Georges-Pierre Bonneau & Joëlle Thollot
Lighting design is crucial in 3D scenes modeling for its ability to provide cues to understand the objects shape. However a lot of time, skills, trials and errors are required to obtain a desired result. Existing automatic lighting methods for conveying the shape of 3D objects are based either on costly optimizations or on non-realistic shading effects. Also they do not take the material information into account. In this paper, we propose a new method...

Parallel Spatial Splits in Bounding Volume Hierarchies

Valentin Fuetterling, Carsten Lojewski, Franz-Josef Pfreundt & Achim Ebert
Bounding volume hierarchies (BVH) are essential for efficient ray tracing. In time-constrained situations such as real-time or large model visualization, fast construction of BVHs usually compromises hierarchy quality, resulting in reduced rendering speed. We propose a parallel framework for the state-of-the-art BVH construction algorithm with spatial splits (SBVH) that provides highest quality hierarchies within a time frame competitive with lowquality builders optimized for construction speed. We leverage both data and task parallelism to employ threading...

Skyglow: Towards a Night-time Illumination Model for Urban Environments

Tom Minor, Robert R. Poncelet & Eike Falk Anderson
For 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...

ArchAIDE - Archaeological Automatic Interpretation and Documentation of cEramics

Maria Letizia Gualandi, Roberto Scopigno, Lior Wolf, Julian Richards, Jaume Buxeda I Garrigos, Michael Heinzelmann, Miguel Angel Hervas, Llorenc Vila & Massimo Zallocco
The goals of H2020 project "ArchAIDE: are to support the classification and interpretation work of archaeologists with innovative computer-based tools, able to provide the user with features for the semi-automatic description and matching of potsherds over the huge existing ceramic catalogues. Pottery classification is of fundamental importance for the comprehension and dating of the archaeological contexts, and for understanding production, trade flows and social interactions, but it requires complex skills and it is a very...

Lightcut Interpolation

Hauke Rehfeld & Carsten Dachsbacher
Many-light rendering methods replace multi-bounce light transport with direct lighting from many virtual point light sources to allow for simple and efficient computation of global illumination. Lightcuts build a hierarchy over virtual lights, so that surface points can be shaded with a sublinear number of lights while minimizing error. However, the original algorithm needs to run on every shading point of the rendered image. It is well known that the performance of Lightcuts can be...

Topological and Geometric Beautification of Reverse Engineered Geometric Models

F. C. Langbein, A. D. Marshall, R. R. Martin, B. I. Mills & C. H. Gao
Boundary representation models reverse engineered from 3D range data suffer from various inaccuracies caused by noise in the measured data and the model building software. Beauti cation aims to improve such models in a post-processing step solely working with the boundary representation model. The improved model should exhibit topological and geometric regularities representing the original, ideal design intent. This paper gives an overview of algorithms for a complete beauti cation system suitable for improving the...

Compressing Fluid Subspaces

Aaron Demby Jones, Pradeep Sen & Theodore Kim
Subspace fluid simulations, also known as reduced-order simulations, can be extremely fast, but also require basis matrices that consume an enormous amount of memory. Motivated by the extreme sparsity of Laplacian eigenfunctions in the frequency domain, we design a frequency-space codec that is capable of compressing basis matrices by up to an order of magnitude. However, if computed naïvely, decompression can be highly inefficient and dominate the running time, effectively negating the advantage of the...

An Automatic Comparison Approach to Detect Errors on 3D City Models

Benjamin Gorszczyk, Guillaume Damiand, Sylvie Servigne, Abdoulaye Diakité & Gilles Gesquière
3D building models are needed in several professional domains. To provide better results, these models must be errors-free and that is why it is required to have a way to detect and to correct errors. These errors can be geometric, topological or semantic. By using a topological structure called EBM-LCC that allows to model buildings, we create a new tool that allows to detect these three type of errors in 3D city models. The solution...

Registration Year

  • 2016