399 Works

3DOR 2018: Frontmatter

Alex Telea, Theoharis Theoharis & Remco Veltkamp

StretchDenoise: Parametric Curve Reconstruction with Guarantees by Separating Connectivity from Residual Uncertainty of Samples

Stefan Ohrhallinger & Michael Wimmer
We reconstruct a closed denoised curve from an unstructured and highly noisy 2D point cloud. Our proposed method uses a two-pass approach: Previously recovered manifold connectivity is used for ordering noisy samples along this manifold and express these as residuals in order to enable parametric denoising. This separates recovering low-frequency features from denoising high frequencies, which avoids over-smoothing. The noise probability density functions (PDFs) at samples are either taken from sensor noise models or from...

A Drink in Mars: an Approach to Distributed Reality

Pablo Perez, Ester Gonzalez-Sosa, Redouane Kachach, Jaime Jesus Ruiz & Alvaro Villegas
We have developed A Drink in Mars application as a proof of concept of Distributed Reality, a particularisation of Mixed Reality which combines a reality transmitted from a remote place (e.g. live immersive video stream from Mars) with user interaction with the local reality (e.g. drink their favourite beverage). The application shows acceptable immersion and local interactivity. It runs on Samsung GearVR and needs no special green room for chroma keying, thus being suitable to...

VR Video Storytelling for Intangible Cultural Heritage Preservation

Elmedin Selmanovic, Selma Rizvic, Carlo Harvey, Dusanka Boskovic, Vedad Hulusic, Malek Chahin & Sanda Sljivo
Interactive digital storytelling has become a popular method for virtual cultural heritage presentations. Combinations of stories and 3D virtual reconstructions are attractive for the audience and have high edutainment values. In this paper we investigate if 360 degrees VR videos further contribute to user immersion in the preservation of intangible cultural heritage. It describes a case study of the Mostar bridge diving project, aimed to present and preserve the bridge diving tradition from the Old...

EnvirVis 2018: Frontmatter

Karsten Rink, Dirk Zeckzer, Roxana Bujack & Stefan Jänicke

Teaching Spatial Augmented Reality: a Practical Assignment for Large Audiences

Brett Ridel, Patrick Reuter & Nadine Couture
We present a new methodology to teach spatial augmented reality in a practical assignment to large audiences. Our approach does not require specific equipment such as video projectors while teaching the principal topics and difficulties involved in spatial augmented reality applications, and especially calibration and tracking. The key idea is to set up a scene graph consisting of a 3D scene with a simulated projector that "projects" content onto a virtual representation of the real-world...

Evolutionary Interactive Analysis of MRI Gastric Images Using a Multiobjective Cooperative-coevolution Scheme

Shatha F. Al-Maliki, Évelyne Lutton, François Boué & Franck P. Vidal
In this study, we combine computer vision and visualisation/data exploration to analyse magnetic resonance imaging (MRI) data and detect garden peas inside the stomach. It is a preliminary objective of a larger project that aims to understand the kinetics of gastric emptying. We propose to perform the image analysis task as a multi-objective optimisation. A set of 7 equally important objectives are proposed to characterise peas. We rely on a cooperation co-evolution algorithm called 'Fly...

I3T: Using Interactive Computer Graphics to Teach Geometric Transformations

Petr Felkel, Alejandra J. Magana, Michal Folta, Alexa Gabrielle Sears & Bedrich Benes
Geometric transformations play an important role in a vast variety of disciplines. Although they belong to the fundamental concepts, they are also difficult to comprehend. Thousands of students take courses of algebra every year and although they may conceptually understand the transformations and mechanically solve the presented problems, they often struggle in visualizing the effect of the transformation on 3D objects represented as matrices. We explored the hypothesis that using interactive 3D computer graphics to...

Modeling Detailed Cloud Scene from Multi-source Images

Yunchi Cen, Xiaohui Liang, Junping Chen, Bailin Yang & Frederick W. B. Li
Realistic cloud is essential for enhancing the quality of computer graphics applications, such as flight simulation. Data-driven method is an effective way in cloud modeling, but existing methods typically only utilize one data source as input. For example, natural images are usually used to model small-scale cloud with details, and satellite images and WRF data are used to model large scale cloud without details. To construct large-scale cloud scene with details, we propose a novel...

Issues and Suggestions for the Development of a Biodiversity Data Visualization Support Tool

Pawandeep Kaur, Friederike Klan & Birgitta König-Ries
Visualizations are an important tool to transport information. However, finding the right visualization can be challenging. Using the biodiversity research domain as a showcase, we investigate where exactly these challenges are and what a tool should look like that helps scientists overcome them. Our results are based on a survey we performed.

Case Studies of Shareable Personal Map Visualization

Puripant Ruchikachorn
This paper presents two examples of personal data visualizations to be shared among peers. The visualized and shared data were travel destinations in Thailand and daily commutes in Bangkok, Thailand. The former gathered much attention with almost a million visitors within the first week after launch or approximately 2% of internet users in Thailand. Despite minimal data collection, large data samples of the first case study enable various analyses. The easy-to-use interfaces and simple visualizations...

Tabby: Explorable Design for 3D Printing Textures

Ryo Suzuki, Koji Yatani, Mark D. Gross & Tom Yeh
This paper presents Tabby, an interactive and explorable design tool for 3D printing textures. Tabby allows texture design with direct manipulation in the following workflow: 1) select a target surface, 2) sketch and manipulate a texture with 2D drawings, and then 3) generate 3D printing textures onto an arbitrary curved surface. To enable efficient texture creation, Tabby leverages an auto-completion approach which automates the tedious, repetitive process of applying texture, while allowing flexible customization. Our...

Performance-Portable Particle Advection with VTK-m

David Pugmire, Abhishek Yenpure, Mark Kim, James Kress, Robert Maynard, Hank Childs & Bernd Hentschel
Particle advection is the fundamental kernel behind most vector field visualization methods. Yet, the efficient parallel computation of large amounts of particle traces remains challenging. This is exacerbated by the variety of hardware trends in today's HPC arena, including increasing core counts in classical CPUs, many-core designs such as the Intel Xeon Phi, and massively parallel GPUs. The dedicated optimization of a particle advection kernel for each individual target architecture is both time-consuming and error...

Muscle Simulation with Extended Position Based Dynamics

Marco Romeo, Carlos Monteagudo & Daniel Sánchez-Quirós
Recent research on muscle simulation for Visual Effects relies on numerical methods such as the Finite Element Method or Finite Volume Method. These approaches produce realistic results, but require high computational time and are complex to set up. On the other hand Position Based Dynamics offers a fast and controllable solution to simulate surfaces and volumes, but there is no literature on how to implement constraints that could be used to realistically simulate muscles for...

Virtual Reality: A Literature Review and Metrics-based Classification

Peter Ankomah & Peter Vangorp
This paper presents a multi-disciplinary overview of research evaluating virtual reality (VR). The main aim is to review and classify VR research based on several metrics: presence and immersion, navigation and interaction, knowledge improvement, performance and usability. With the continuous development and consumerisation of VR, several application domains have studied the impact of VR as an enhanced alternative environment for performing tasks. However, VR experiment results often cannot be generalised but require specific datasets and...

Viewpoint Selection for Liquid Animations

Chihiro Suzuki & Takashi Kanai
We propose a viewpoint selection method for time-varying liquid shapes in order to select the best viewpoint for liquid animations. First, viewpoint evaluation is performed by a combination of three evaluation terms; occlusion term, spatial feature term, and temporal feature term, and the viewpoint having the maximum evaluation value is selected as the “best viewpoint”. Through various experiments, it was confirmed that the results of this method is consistent with human intuition and that it...

Cartograms with Topological Features

Chao Tong, Liam McNabb & Robert S. Laramee
Cartograms are a popular and useful technique for depicting geo-spatial data. Dorling style and rectangular cartograms are very good for facilitating comparisons between unit areas. Each unit area is represented by the same shape such as a circle or rectangle, and the uniformity in shapes facilitates comparative judgment. However, the layout of these more abstract shapes may also simultaneously reduce the map's legibility and increase error. When we integrate univariate data into a cartogram, the...

A Prototype of a Scalable Multi-GPU Molecular Dynamics Simulator for Large Molecular Systems

Gonzalo Nicolas-Barreales, Marcos Novalbos, Miguel Ángel Otaduy & Alberto Sánchez
Parallel architectures, in the form of multi-core or multiple computers, have produced a major impact in the field of information technology. GPU devices, as an extreme example of parallel architectures, have been adapted to enable generic computation in massively parallel architectures. Molecular dynamics is a problem that fits perfectly such architectures, as it relies on the computation of many similar interactions between atoms. Moreover, large molecular systems require resources that exceed those available in a...

Image Based Proximate Shadow Retargeting

Llogari Casas, Matthias Fauconneau, Maggie Kosek, Kieran Mclister & Kenny Mitchell
We introduce Shadow Retargeting which maps real shadow appearance to virtual shadows given a corresponding deformation of scene geometry, such that appearance is seamlessly maintained. By performing virtual shadow reconstruction from un-occluded real shadow samples observed in the camera frame, we recover the deformed shadow appearance efficiently. Our method uses geometry priors for the shadow casting object and a planar receiver surface. Inspired by image retargeting approaches [VTP10] we describe a novel local search strategy,...

A Multilinear Model for Bidirectional Craniofacial Reconstruction

Jascha Achenbach, Robert Brylka, Thomas Gietzen, Katja Zum Hebel, Elmar Schömer, Ralf Schulze, Mario Botsch & Ulrich Schwanecke
We present a bidirectional facial reconstruction method for estimating the skull given a scan of the skin surface and vice versa estimating the skin surface given the skull. Our approach is based on a multilinear model that describes the correlation between the skull and the facial soft tissue thickness (FSTT) on the one hand and the head/face surface geometry on the other hand. Training this model requires to densely sample the Cartesian product space of...

Evolutionary Lines for Flow Visualization

Wito Engelke & Ingrid Hotz
In this work we explore evolutionary algorithms for selected a visualization application. We demonstrate its potential using an example from flow visualization showing promising first results. Evolutionary algorithms, as guided search approach, find close-to-optimal solutions with respect to some fitness function in an iterative process using biologically motivated mechanisms like selection, mutation and recombination. As such, they provide a powerful alternative to filtering methods commonly used in visualization where the space of possible candidates is...

Segmenting Teeth from Volumetric CT Data with a Hierarchical CNN-based Approach

Philipp Marten Macho, Nadja Kurz, Adrian Ulges, Robert Brylka, Thomas Gietzen & Ulrich Schwanecke
This paper addresses the automatic segmentation of teeth in volumetric Computed Tomography (CT) scans of the human skull. Our approach is based on a convolutional neural network employing 3D volumetric convolutions. To tackle data scale issues, we apply a hierarchical coarse-to fine approach combining two CNNs, one for low-resolution detection and one for highresolution refinement. In quantitative experiments on 40 CT scans with manually acquired ground truth, we demonstrate that our approach displays remarkable robustness...

Knee Up: an Exercise Game for Standing Knee Raises by Motion Capture with RGB-D Sensor

D. Kiziltas & U. Celikcan
In this work, we present the design and the implementation of Knee Up, an exergame that promotes knee health via standing knee raises exercises. It allows users to exercise at home and perform the exercise in a gaming environment. By motion capture using RGB-D data, estimated positions of the user's skeletal joints are acquired and processed in real-time. For the game, 3D virtual environments have been created with gamification elements so that users can enjoy...

Browsing Spatial Photography for Dissemination of Cultural Heritage Research Results using Augmented Models

Florian Niebling, Jonas Bruschke & Marc Erich Latoschik
Both digital and physical 3D models of buildings as well as historical photographs of architecture are used for a wide range of needs, from research in humanities and information technologies, museum contexts and library studies, to touristic applications. Spatially oriented photographs play an important role in visualizing and browsing contemporary as well as historical architecture, starting with the ground-breaking Photo Tourism project [SSS06]. We present a technique to combine physical, 3D-printed models of buildings with...

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