348 Works

Area Lights in Signed Distance Function Scenes

Róbert Bán, Csaba Bálint & Gábor Valasek
This paper presents two algorithms to incorporate spherical and general area lights into scenes defined by signed distance functions. The first algorithm employs an efficient approximation to the contribution of spherical lights to direct illumination and renders them at real-time rates. The second algorithm is of superior quality at a higher computational cost which is better suited for interactive rates. Our results are compared to both real-time soft shadow algorithms and a ground truth obtained...

Planar Abstraction and Inverse Rendering of 3D Indoor Environment

Young Min Kim, Sangwoo Ryu & Ig-Jae Kim
A large-scale scanned 3D environment suffers from complex occlusions and misalignment errors. The reconstruction contains holes in geometry and ghosting in texture. These are easily noticed and cannot be used in visually compelling VR content without further processing. On the other hand, the well-known Manhattan World priors successfully recreate relatively simple or clean structures. In this paper, we would like to push the limit of planar representation in indoor environments. We use planes not only...

Optimal Deterministic Mixture Sampling

Mateu Sbert, Vlastimil Havran & László Szirmay-Kalos
Multiple Importance Sampling (MIS) can combine several sampling techniques preserving their advantages. For example, we can consider different Monte Carlo rendering methods generating light path samples proportionally only to certain factors of the integrand. MIS then becomes equivalent to the application of the mixture of individual sampling densities, thus can simultaneously mimic the densities of all considered techniques. The weights of the mixture sampling depends on how many samples are generated with each particular method....

Anisotropic Filtering for On-the-fly Patch-based Texturing

Nicolas Lutz, Basile Sauvage, Frédéric Larue & Jean-Michel Dischler
On-the-fly patch-based texturing consists of choosing at run-time, for several patches within a tileable texture, one random candidate among a pre-computed set of possible contents. This category of methods generates unbounded textures, for which filtering is not straightforward, because the screen pixel footprint may overlap multiple patches in texture space, i.e. different randomly chosen contents. In this paper, we propose a real-time anisotropic filtering which is fully compliant with the standard graphics pipeline. The main...

Fine-Grained Semantic Segmentation of Motion Capture Data using Dilated Temporal Fully-Convolutional Networks

Noshaba Cheema, Somayeh Hosseini, Janis Sprenger, Erik Herrmann, Han Du, Klaus Fischer & Philipp Slusallek
Human motion capture data has been widely used in data-driven character animation. In order to generate realistic, naturallooking motions, most data-driven approaches require considerable efforts of pre-processing, including motion segmentation and annotation. Existing (semi-) automatic solutions either require hand-crafted features for motion segmentation or do not produce the semantic annotations required for motion synthesis and building large-scale motion databases. In addition, human labeled annotation data suffers from inter- and intra-labeler inconsistencies by design. We propose...

Towards Diverse Anime Face Generation: Active Label Completion and Style Feature Network

Hongyu Li & Tianqi Han
It is interesting to use an anime face as personal virtual image to replace the traditional sequence code. To generate diverse anime faces, this paper proposes a style-gender based anime GAN (SGA-GAN), where the gender is directly conditioned to ensure the gender differentiation, and style features serve as a condition to guarantee the style diversity. To extract style features, we train a style feature network (SFN) as a multi-task classifier to simultaneously fulfill gender classification,...

Font Specificity

Luther Power & Manfred Lau
We explore the concept of ''image specificity'' for fonts and introduce the notion of ''font specificity''. The idea is that a font that elicits consistent descriptions from different people are more ''specific''. We collect specificity-based data for fonts where participants are given each font and asked to describe it with words. We then analyze the data and characterize the qualitative features that make a font ''specific''. Finally, we show that the notion of font specificity...

Asteroid Escape: A Serious Game to Foster Teamwork Abilities

Filippo Gabriele Pratticó, Francesco Strada, Fabrizio Lamberti & Andrea Bottino
Teamwork skills have become a fundamental asset in the labor market. Modern organizations are increasingly implementing team building activities, aimed to improve or assess their employees' skills. Research suggests that serious games could be promising tools capable to support the creation of engaging and effective team building experiences. However, the design and development of serious games targeting these activities is still sparse and requires further investigation. This work introduces Asteroid Escape, an immersive serious game...

A Validation Tool For Improving Semantic Segmentation of Complex Natural Structures

Gaia Pavoni, Massimiliano Corsini, Marco Palma & Roberto Scopigno
The automatic recognition of natural structures is a challenging task in the supervised learning field. Complex morphologies are difficult to detect both from the networks, that may suffer from generalization issues, and from human operators, affecting the consistency of training datasets. The task of manual annotating biological structures is not comparable to a generic task of detecting an object (a car, a cat, or a flower) within an image. Biological structures are more similar to...

Making Gabor Noise Fast and Normalized

Vincent Tavernier, Fabrice Neyret, Romain Vergne & Joëlle Thollot
Gabor Noise is a powerful procedural texture synthesis technique, but it has two major drawbacks: It is costly due to the high required splat density and not always predictable because properties of instances can differ from those of the process. We bench performance and quality using alternatives for each Gabor Noise ingredient: point distribution, kernel weighting and kernel shape. For this, we introduce 3 objective criteria to measure process convergence, process stationarity, and instance stationarity....

Automatic Environment Map Registration

Ulysse Larvy, Céline Loscos & Yiorgos Chrysanthou
In this paper, a method to automatically register an environment map (EM) around a local scene is presented. In the literature, this step is most of the time manually processed by a user. However, it is an essential step when lighting and/or background coherence is needed. We present a method to find the coherent spatial organization between a main light source present in the EM and a couple object/shadow in a local scene. We automatically...

Investigating Different Augmented Reality Approaches in Circuit Assembly: a User Study

Bernardo Marques, Rafael Esteves, João Alves, Carlos Ferreira, Paulo Dias & Beatriz Sousa Santos
Augmented Reality (AR) has been considered as having great potential in assisting performance and training of complex tasks. Assembling electronic circuits is such a task, since many errors may occur, as wrong choice or positioning of components or incorrect wiring and thus using AR approaches may be beneficial. This paper describes a controlled experiment aimed at comparing usability and acceptance of two AR-based approaches (one based on a single device and another approach using two...

3DVFX: 3D Video Editing using Non-Rigid Structure-from-Motion

Shaifali Parashar & Adrien Bartoli
Numerous video post-processing techniques can add or remove objects to the observed scene in the video. Most of these techniques rely on 2D image points to perform the desired changes. Structure-from-Motion (SfM) has allowed the use of 3D points, however only for the objects that remain rigid in the scene. We propose to use both 2D image points and 3D points to modify the scene's deformable objects using Non-Rigid Structure-from-Motion (NRSfM). We rely on a...

Image Recoloring Based on Object Color Distributions

Mahmoud Afifi, Brian Price, Scott Cohen & Michael S. Brown
We present a method to perform automatic image recoloring based on the distribution of colors associated with objects present in an image. For example, when recoloring an image containing a sky object, our method incorporates the observation that objects of class 'sky' have a color distribution with three dominant modes for blue (daytime), yellow/red (dusk/dawn), and dark (nighttime). Our work leverages recent deep-learning methods that can perform reasonably accurate object-level segmentation. By using the images...

Hybrid Function Representation with Distance Properties

Alexander Tereshin, Valery Adzhiev, Oleg Fryazinov & Alexander Pasko
This paper describes a novel framework allowing for a hybrid representation of heterogeneous objects. We consider advantages and drawbacks of the conventional representations based on scalar fields of different kinds. The main result is introducing a hybrid representation called Hybrid Function Representation (HFRep) that preserves the advantages of the Function Representation (FRep) and Signed Distance Fields (SDFs) without their drawbacks. This new representation allows for obtaining a continuous smooth distance field in the Euclidean space...

Schelling Meshes

Luther Power & Manfred Lau
The concept of ''Schelling points'' on 3D shapes has been explored for points on the surface of a 3D mesh. In this paper, we introduce the notion of ''Schelling meshes'' which extends the Schelling concept to 3D meshes as a whole themselves. We collect Schelling-based data for meshes where participants are given a group of shapes and asked to choose those with the aim of matching with what they expect others to choose. We analyze...

GPU Smoke Simulation on Compressed DCT Space

Daichi Ishida, Ryoichi Ando & Shigeo Morishima
This paper presents a novel GPU-based algorithm for smoke animation. Our primary contribution is the use of Discrete Cosine Transform (DCT) compressed space for efficient simulation. We show that our method runs an order of magnitude faster than a CPU implementation while retaining visual details with a smaller memory usage. The key component of our method is an on-the-fly compression and expansion of velocity, pressure and density fields. Whenever these physical quantities are requested during...

Perceptual Characteristics by Motion Style Category

Hye Ji Kim & Sung-Hee Lee
Motion style is important as it characterizes a motion by expressing the context of the motion such as emotion and personality. Yet, the perception and interpretation of motion styles is subjective and may vary greatly from person to person. This paper investigates the perceptual characteristics of motion styles for a wide range of styles. After categorizing the motion styles, we perform user studies to examine the diversity of interpretations of motion styles and the association...

D.A.V.E: A Prototype for Automatic Environment Decoration

Callum James Glover & Eike Falk Anderson
To fully immerse players in video games, elements of the game world must form a rich, coherent and believable universe, which is time consuming and expensive to achieve manually. We propose an artists' tool for Autodesk Maya to aid environment decoration, allowing artists to focus on the more important elements of the worlds they create.

A Projection Mapping System onto a Human Body for Medical Applications

Ryo Fukuhara, Kazufumi Kaneda, Toru Tamaki, Bisser Raytchev, Toru Higaki, Soh Nishimoto & Yohei Sotsuka
In breast reconstructive surgery where patient's abdominal fat and blood vessels are transplanted to the breast, it is very important to identify the course of the blood vessels inside the abdomen. In this paper, we propose a system for projecting blood vessels extracted from computer tomography angiography (CTA) on a patient's abdominal surface to support the breast reconstructive surgery. The proposed system detects the position and orientation of a projector automatically using an image captured...

3D Mesh Description Using ''Subdivided Shape-Curvature-Graphs''

Florian Beguet, Jacques De Guise, Matthieu Schmittbuhl & Jean-Luc Mari
This paper presents a shape descriptor for 3D meshes using a graph to represent a polyhedral mesh which is then used to extract patterns from the shape. The use of Subdivided Shape-Curvature-Graphs makes it possible to not only recognize the similarities of mesh details but also determine the self-similarity of local portions of the object by adding topological information to the graph. The proposed method divides the mesh into 8 categories of patches using the...

The Effects of Adaptive Synchronization on Performance and Experience in Gameplay

Benjamin Watson, Ajinkya Gavane & Rachit Shrivastava
As graphics (GPU) hardware has improved, fixed refresh rate displays became a significant throttle on graphics performance. GPU and display manufacturers therefore introduced adaptive synchronization (Async), which allows displays to adaptively synchronize to GPUs, avoiding rendering stalls and improving frame rate mean and variation. This research is a first experimental examination of the effects of Async on the experience of dedicated (but not professional) gamers. Participants played a first-person shooter (FPS) game, both with Async...

Visual-auditory Representation and Analysis of Molecular Scalar Fields

Evgeniya Malikova, Valery Adzhiev, Oleg Fryazinov & Alexander Pasko
The work deals with a visual-auditory representation and an analysis of static and dynamic continuous scalar fields.We propose a general approach and give examples of dynamic and static objects representations related to molecular data simulations. We describe the practical application and demonstrate how the approach may help to track geometrical features.

Towards Point-based Facial Movement Simulation

Tom Uhlmann & Guido Brunnett
Lifelike animated characters are hard to create and involve extensive manual effort during generation of the geometry, adding a rig to the model, and creating the actual movements of limbs and tissue. Blendshapes is the leading technique regarding facial animations. This very simple mathematical model can be computed efficiently, thus it is suited for real time visualization. On the other hand it is hard to control, requires a skilled animator, and is still very error...

Visualization of Large Point Cloud in Unity

José M. Santana, Agustin Trujillo & Sebastián Ortega
Large point cloud rendering has become a very relevant topic on 3D graphics as scanners and other sources of 3D point data are nowadays available to companies and the general public. In this project, we propose an implementation of a point cloud viewer, designed for the full-detail visualization of virtually unlimited point clouds for their inspection on short ranges. This work presents the data structure and the LoD technique to achieve a real-time rendering of...

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  • 2019
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