609 Works

Amplitude Modulated Line-Based Halftoning

Abdalla G. M. Ahmed & Oliver Deussen
We present a new approach for line-based halftoning of images, where banks of waveforms are modulated by the gray levels of the rendered image. We present examples that employ sinusoidal and triangular waveforms, and highlight some applications, including stylized rendering, halftoning in line-based devices, and education.

Synchronized Scene Views in Mixed Virtual Reality for Guided Viewing

Iker Vazquez & Steve Cutchin
Virtual Reality devices are available with different resolutions and fields of view. Users can simultaneously interact within environments on head mounted displays, cell phones, tablets, and PowerWalls. Sharing scenes across devices requires solutions that smoothly synchronize shared navigation, minimize jitter and avoid visual confusion. In this paper we present a system that allows a single user to remotely guide many remote users within a virtual reality environment. A variety of mixed device environments are supported...

A Framework for Multiresolution Adaptive Solid Objects

Y.- S. Chang & H. Qin
Despite the growing interest in subdivision surfaces within the computer graphics and geometric processing communities, subdivision approaches have been receiving much less attention in solid modeling. This paper presents a powerful new framework for a subdivision scheme that is defined over a simplicial complex in any n-D space. We first present a series of definitions to facilitate topological inquiries during the subdivision process. The scheme is derived from the double (k+1)-directional box splines over k-simplicial...

Visualizing Flow Fields Using Fractal Dimensions

Han-Wei Shen, Ross Vasko & Rephael Wenger
Streamlines are a popular way of visualizing flow in vector fields. A major challenge in flow field visualization is selecting the streamlines to view. Rendering too many streamlines clutters the visualization and makes features of the field difficult to identify. Rendering too few streamlines causes viewers to completely miss features of the flow field not rendered. The fractal dimension of a streamline represents its space-filling properties. To identify complex or interesting streamlines, we build a...

Gaze-Based Biometric Authentication: Hand-Eye Coordination Patterns as a Biometric Trait

Çagla Çig & Tevfik Metin Sezgin
We propose a biometric authentication system for pointer-based systems including, but not limited to, increasingly prominent pen-based mobile devices. To unlock a mobile device equipped with our biometric authentication system, all the user needs to do is manipulate a virtual object presented on the device display. The user can select among a range of familiar manipulation tasks, namely drag, connect, maximize, minimize, and scroll. These simple tasks take around 2 seconds each and do not...

3D Modelling Framework: an Incremental Approach

Luis Almeida, Paulo Menezes & Jorge Dias
This 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...

Large-scale Argument Visualization (LSAV)

Dana Khartabil, S. Wells & Jessie Kennedy
Arguments are structures of premises and conclusions that underpin rational reasoning processes. Within complex knowledge domains, especially if they are contentious, argument structures can become large and complex. Visualization tools have been developed that support argument analysts and help them to work with arguments. Until recently, arguments were manually analyzed from natural language text, or constructed from scratch, but new communication modes mean that increasing amounts of debate and the arguments therein can be captured...

Efficient Stackless Hierarchy Traversal on GPUs with Backtracking in Constant Time

Nikolaus Binder & Alexander Keller
The fastest acceleration schemes for ray tracing rely on traversing a bounding volume hierarchy (BVH) for efficient culling and use backtracking, which in the worst case may expose cost proportional to the depth of the hierarchy in either time or state memory. We show that the next node in such a traversal actually can be determined in constant time and state memory. In fact, our newly proposed parallel software implementation requires only a few modifications...

Phase Space Data-Driven Simulation of Elastic Materials

Carlos Monteagudo, Miguel Lozano, Ignacio García-Fernández & Francisco Martinez-Gil
The use of data driven models in computer animation offers several benefits. We present an analysis of a regression model as a method to simulate cloth. In our approach, we generate data from a simple mass-spring system and we fit a regressor. Then, we assemble more complex mass-spring systems and use the learnt model to simulate them. To validate the approach we perform several tests. We analyze the elastic properties of a single learnt spring,...

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.

Visual Analytics in Process Mining: Classification of Process Mining Techniques

Simone Kriglstein, Margit Pohl, Stefanie Rinderle-Ma & Magdalena Stallinger
The increasing interest from industry and academia has driven the development of process mining techniques over the last years. Since the process mining entails a strong explorative perspective, the combination of process mining and visual analytics methods is a fruitful multidisciplinary solution to enable the exploration and the understanding of large amounts of event log data. In this paper, we propose a first approach how process mining techniques can be categorized with respect to visual...

City Reconstruction and Visualization from Public Data Sources

J. Robert Menzel, Sven Middelberg, Philip Trettner, Bastian Jonas & Leif Kobbelt
We present a city reconstruction and visualization framework that integrates geometric models reconstructed with a range of different techniques. The framework generates the vast majority of buildings procedurally, which yields plausible visualizations for structurally simple buildings, e.g. residential buildings. For structurally complex landmarks, e.g. churches, a procedural approach does not achieve satisfactory visual fidelity. Thus, we also employ image-based techniques to reconstruct the latter in a more realistic, recognizable way. As the manual acquisition of...


Peter Hall & Philip Willis
Vision, Video, and Graphics (VVG) 2003

Comparison of Projection Methods for Rendering Virtual Reality

Robert Toth, Jim Nilsson & Tomas Akenine-Möller
Virtual reality is rapidly gaining popularity, and may soon become a common way of viewing 3D environments. While stereo rendering has been performed on consumer grade graphics processors for a while now, the new wave of virtual reality display devices have two properties that typical applications have not needed to consider before. Pixels no longer appear on regular grids and the displays subtend a wide field-of-view. In this paper, we evaluate several techniques designed to...

Visualizing Time-Dependent Data Using Dynamic t-SNE

Paulo E. Rauber, Alexandre X. Falcão & Alexandru C. Telea
Many interesting processes can be represented as time-dependent datasets. We define a time-dependent dataset as a sequence of datasets captured at particular time steps. In such a sequence, each dataset is composed of observations (high-dimensional real vectors), and each observation has a corresponding observation across time steps. Dimensionality reduction provides a scalable alternative to create visualizations (projections) that enable insight into the structure of such datasets. However, applying dimensionality reduction independently for each dataset in...

Repurposing Hand Animation for Interactive Applications

Stephen W. Bailey, Martin Watt & James F. O'Brien
In this paper we describe a method for automatically animating interactive characters based on an existing corpus of key-framed hand-animation. The method learns separate low-dimensional embeddings for subsets of the hand-animation corresponding to different semantic labels. These embeddings use the Gaussian Process Latent Variable Model to map high-dimensional rig control parameters to a three-dimensional latent space. By using a particle model to move within one of these latent spaces, the method can generate novel animations...

A Phenomenological Approach to Integrating Gaussian Beam Properties and Speckle into a Physically-Based Renderer

Stephan Bergmann, Mahsa Mohammadikaji, Stephan Irgenfried, Heinz Wörn, Jürgen Beyerer & Carsten Dachsbacher
Coherent light exhibits properties that cannot be modeled by geometrical optics. Those properties include the limited focusability of light beams and the formation of speckle patterns when coherent light is scattered or reflected. We use existing physical models for these phenomena to mimic the behavior of Gaussian beams and the statistical properties of speckle patterns without performing a wave-optics simulation. These models have been integrated into a physically-based renderer with the intention of synthesizing sensor...

Masked Software Occlusion Culling

Jon Hasselgren, Magnus Andersson & Tomas Akenine-Möller
Efficient occlusion culling in dynamic scenes is a very important topic to the game and real-time graphics community in order to accelerate rendering. We present a novel algorithm inspired by recent advances in depth culling for graphics hardware, but adapted and optimized for SIMD-capable CPUs. Our algorithm has very low memory overhead and is 3 faster than previous work, while culling 98% of all triangles culled by a full resolution depth buffer approach. It supports...

Acceptable System Latency for Gaze-Dependent Level of Detail Rendering

Michał Chwesiuk & Radoslaw Mantiuk
Human 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...

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...

A Practical Reflectance Transformation Imaging Pipeline for Surface Characterization in Cultural Heritage

Irina Mihaela Ciortan, Ruggero Pintus, Giacomo Marchioro, Claudia Daffara, Andrea Giachetti & Enrico Gobbetti
We present a practical acquisition and processing pipeline to characterize the surface structure of cultural heritage objects. Using a free-form Reflectance Transformation Imaging (RTI) approach, we acquire multiple digital photographs of the studied object shot from a stationary camera. In each photograph, a light is freely positioned around the object in order to cover a wide variety of illumination directions. Multiple reflective spheres and white Lambertian surfaces are added to the scene to automatically recover...

Selective BRDFs for High Fidelity Rendering

Tim Bradley, Kurt Debattista, Thomas Bashford-Rogers, Carlo Harvey, Stratos Doukakis & Alan Chalmers
High fidelity rendering systems rely on accurate material representations to produce a realistic visual appearance. However, these accurate models can be slow to evaluate. This work presents an approach for approximating these high accuracy reflectance models with faster, less complicated functions in regions of an image which possess low visual importance. A subjective rating experiment was conducted in which thirty participants were asked to assess the similarity of scenes rendered with low quality reflectance models,...

Visualization of Publication Impact

Eamonn Maguire, Javier Martin Montull & Gilles Louppe
Measuring scholarly impact has been a topic of much interest in recent years. While many use the citation count as a primary indicator of a publications impact, the quality and impact of those citations will vary. Additionally, it is often difficult to see where a paper sits among other papers in the same research area. Questions we wished to answer through this visualization were: is a publication cited less than publications in the field?; is...

Detection of Diabetic Neuropathy - Can Visual Analytics Methods Really Help in Practice?

Martin Röhlig, Oliver Stachs & Heidrun Schumann
Visual analytics (VA) methods are valuable means for supporting the detection of diabetic neuropathy, the most common longterm complication of diabetes mellitus. We suggest two strategies for strengthening reliability, reproducibility, and applicability of dedicated VA methods in practice. First, we introduce a novel workflow visualization that shows activities together with metadata and produced output, facilitating a guided step-wise analysis. Second, we present a tailored user interface that integrates various VA tools, unifying access to their...

Photon Splatting Using a View-Sample Cluster Hierarchy

Pierre Moreau, Erik Sintorn, Viktor Kämpe, Ulf Assarsson & Michael Doggett
Splatting photons onto primary view samples, rather than gathering from a photon acceleration structure, can be a more efficient approach to evaluating the photon-density estimate in interactive applications, where the number of photons is often low compared to the number of view samples. Most photon splatting approaches struggle with large photon radii or high resolutions due to overdraw and insufficient culling. In this paper, we show how dynamic real-time diffuse interreflection can be achieved by...

Registration Year

  • 2016