8,015 Works

Towards the Fitting of Parametric 2D Sketches and 3D CAD Models to Point Clouds of Digitized Assemblies for Reverse Engineering

Ghazanfar Ali Shah, Franca Giannini, Marina Monti, Arnaud Polette & Jean-Philippe Pernot
Following commonly used reverse engineering techniques, it is very difficult to reconstruct editable CAD parts or assemblies that can later be used and modified in the Product Development Process (PDP). Traditional methods follow a sequential time-consuming patch-by-patch reconstruction strategy with cumbersome procedures in which designers usually have to face many issues (e.g. decomposition in patches, trimming and connection of the patches), and generally producing ''dead'' models that cannot be later modified as needed. This paper...

EUROGRAPHICS 2019: Short Papers Frontmatter

Paolo Cignoni & Eder Miguel

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...

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...

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,...

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...

Non-Photorealistic Animation for Immersive Storytelling

Cassidy J. Curtis, Kevin Dart, Theresa Latzko & John Kahrs
Immersive media such as virtual and augmented reality pose some interesting new challenges for non-photorealistic animation: we must not only balance the screen-space rules of a 2D visual style against 3D motion coherence, but also account for stereo spatialization and interactive camera movement, at a rate of 90 frames per second. We introduce two new real-time rendering techniques: MetaTexture, an example-based multiresolution texturing method that adheres to the movement of 3D geometry while maintaining a...

Shape Correspondence with Isometric and Non-Isometric Deformations

R. M. Dyke, C. Stride, Y.-K. Lai, P. L. Rosin, M. Aubry, A. Boyarski, A. M. Bronstein, M. M. Bronstein, D. Cremers, M. Fisher, T. Groueix, D. Guo, V. G. Kim, R. Kimmel, Z. Lähner, K. Li, O. Litany, T. Remez, E. Rodolà, B. C. Russell, Y. Sahillioglu, R. Slossberg, G. K. L. Tam, M. Vestner, Z. Wu … & J. Yang
The registration of surfaces with non-rigid deformation, especially non-isometric deformations, is a challenging problem. When applying such techniques to real scans, the problem is compounded by topological and geometric inconsistencies between shapes. In this paper, we capture a benchmark dataset of scanned 3D shapes undergoing various controlled deformations (articulating, bending, stretching and topologically changing), along with ground truth correspondences. With the aid of this tiered benchmark of increasingly challenging real scans, we explore this problem...

Extended 2D Scene Image-Based 3D Scene Retrieval

Hameed Abdul-Rashid, Juefei Yuan, Bo Li, Yijuan Lu, Tobias Schreck, Ngoc-Minh Bui, Trong-Le Do, Mike Holenderski, Dmitri Jarnikov, Khiem T. Le, Vlado Menkovski, Khac-Tuan Nguyen, Thanh-An Nguyen, Vinh-Tiep Nguyen, Tu V. Ninh, Perez Rey, Minh-Triet Tran & Tianyang Wang
In the months following our SHREC 2018 - 2D Scene Image-Based 3D Scene Retrieval (SceneIBR2018) track, we have extended the number of the scene categories from the initial 10 classes in the SceneIBR2018 benchmark to 30 classes, resulting in a new benchmark SceneIBR2019 which has 30,000 scene images and 3,000 3D scene models. For that reason, we seek to further evaluate the performance of existing and new 2D scene image-based 3D scene retrieval algorithms using...

Defining Hatching in Art

Greg Philbrick & Craig S. Kaplan
We define hatching-a drawing technique-as rigorously as possible. A pure mathematical formulation or even a binary this-or-that definition is unreachable, but useful insights come from driving as close as we can. First we explain hatching's purposes. Then we define hatching as the use of patches: groups of roughly parallel curves that form flexible, simple patterns. After elaborating on this definition's parts, we briefly treat considerations for research in expressive rendering.

Generalizing Discrete Convolutions for Unstructured Point Clouds

Alexandre Boulch
Point clouds are unstructured and unordered data, as opposed to images. Thus, most of machine learning approaches, developed for images, cannot be directly transferred to point clouds. It usually requires data transformation such as voxelization, inducing a possible loss of information. In this paper, we propose a generalization of the discrete convolutional neural networks (CNNs) able to deal with sparse input point cloud. We replace the discrete kernels by continuous ones. The formulation is simple,...

Cytosplore: Interactive Visual Single-Cell Profiling of the Immune System

Thomas Höllt, Nicola Pezzotti, Vincent Van Unen, Na Li, Frits Koning, Elmar Eisemann, Boudewijn P. F. Lelieveldt & Anna Vilanova
Recent advances in single-cell acquisition technology have led to a shift towards single-cell analysis in many fields of biology. In immunology, detailed knowledge of the cellular composition is of interest, as it can be the cause of deregulated immune responses, which cause diseases. Similarly, vaccination is based on triggering proper immune responses; however, many vaccines are ineffective or only work properly in a subset of those who are vaccinated. Identifying differences in the cellular composition...

Mutator VR: Vortex Artwork and Science Pedagogy Adaptations

Lance Putnam, Stephen Todd, William Latham & Duncan Williams
We present our virtual reality artwork Mutator VR: Vortex that immerses the viewer in procedurally-generated alien environments inhabited by interactive ''mutoid'' agents. The artwork was adapted into two science pedagogy experiences. Techniques and considerations regarding the dynamical, spatial, and graphical composition of the experiences are provided.

Emergence in the Expressive Machine

Laura Dekker
The ''Expressive Machine'' is a series of interactive artworks which explore a machine's-eye view of the world. The machine- an assemblage of hardware and software-provokes sensual interaction with viewer-participants, playing with transduction across multiple modes: from touch to sound, to word, to vision, to taste, to uniquely machinic states with no particular human analogue. These stimuli are processed in various interpretations, elaborations, in a relatively unstructured ''data soup''. Asynchronous processes consume data from the soup....

Visual Communication with Successive Reading of Public and Secret Information by Generating Dual-Layer Images

Karim Hammoudi, Halim Benhabiles, Mahmoud Melkemi & Shashank Rao Kadapanatham
In visual communication, visual cryptography is a technique that permits to share secret information through a two-step process. In a common processing scheme, two key images (ciphered images) are generated from a binary secret image. Then, the generated key images are sent to a recipient via two different communication channels. Once key images collected, the secret information is decoded via the human vision system by observing the superposition of the two key images. In this...

Visual Analytics of Simulation Ensembles for Network Dynamics

Quynh Quang Ngo, Marc-Thorsten Hütt & Lars Linsen
A central question in the field of Network Science is to analyze the role of a given network topology on the dynamical behavior captured by time-varying simulations executed on the network. These dynamical systems are also influenced by global simulation parameters. We present a visual analytics approach that supports the investigation of the impact of the parameter settings, i.e., how parameter choices change the role of network topology on the simulations' dynamics. To answer this...

VMV 2019: Frontmatter

Hans-Jörg Schulz, Matthias Teschner & Michael Wimmer

Visualizing Transport and Mixing in Particle-based Fluid Flows

Tobias Rapp & Carsten Dachsbacher
To gain insight into large, time-dependent particle-based fluid flows, we visually analyze Lagrangian coherent structures (LCS), a robust skeleton of the underlying particle dynamics. To identify these coherent structures, we build on recent work that efficiently computes the finite-time Lyapunov exponent (FTLE) directly on particle data. We formulate the LCS definitions for particles based on robust approximations for higher-order derivatives of the FTLE. Based on these formulations, we derive a per-particle distance to the closest...

Clustering Ensembles of 3D Jet-Stream Core Lines

Michael Kern & Rüdiger Westermann
The extraction of a jet-stream core line in a wind field results in many disconnected line segments of arbitrary topology. In an ensemble of wind fields, these structures show high variation, coincide only partly, and almost nowhere agree in all ensemble members. In this paper, we shed light on the use of clustering for visualizing an ensemble of jet-stream core lines. Since classical approaches for clustering 3D line sets fail due to the mentioned properties,...

RTX Beyond Ray Tracing: Exploring the Use of Hardware Ray Tracing Cores for Tet-Mesh Point Location

Ingo Wald, Will Usher, Nathan Morrical, Laura Lediaev & Valerio Pascucci
We explore a first proof-of-concept example of creatively using the Turing generation's hardware ray tracing cores to solve a problem other than classical ray tracing, specifically, point location in unstructured tetrahedral meshes. Starting with a CUDA reference method, we describe and evaluate three different approaches to reformulate this problem in a manner that allows it to be mapped to these new hardware units. Each variant replaces the simpler problem of point queries with the more...

Temporally Dense Ray Tracing

Pontus Andersson, Jim Nilsson, Marco Salvi, Josef Spjut & Tomas Akenine-Möller
We present a technique for real-time ray tracing with the goal of reaching 240 frames per second or more. The core idea is to trade spatial resolution for faster temporal updates in such a way that the display and human visual system aid in integrating high-quality images. We use a combination of frameless and interleaved rendering concepts together with ideas from temporal antialiasing algorithms and novel building blocks-the major one being adaptive selection of pixel...

PGV 2020: Frontmatter

Steffen Frey, Jian Huang & Filip Sadlo

A Short Survey on Optical Material Recognition

M. Weinmann & R. Klein
The complexity of visual material appearance as observed in the huge variation in material appearance under different viewing and illumination conditions makes material recognition a highly challenging task. In the scope of this paper, we discuss the facts that make material appearance that complex and provide a survey on technical achievements towards a reliable material recognition that have been presented in the literature so far. In addition, we discuss still open challenges that might be...

Solid-Interpolating Deformations: Construction and animation of PIPs

Anil Kaul & Jarek Rossignac
Computer programs that simulate the deformations of geometric shapes have played a key role in the increasing popularity of software tools for artistic animation. Previously published techniques for specifying and animating deformations are either limited in their domain or ill suited for interactive editing and visualization. This is because the effects of alterations performed by the animator on the model's parameters may not always be anticipated, and because realtime animation may only be produced by...

Mathematical Models for Semi-globalized Spectral Synthesis

Ken-Ichi Anjyo
Semi-globalized spectral synthesis is proposed as a new tool for three-dimensional scene description consisting of many natural objects, such as terrain, sea waves, and clouds. The method is based on the mathematical theory of spectral representation of stochastic processes. In this paper, mathematical models in the method are presented under rigorous formulation and then their stochastic properties are shown. Some simple techniques for practical improvements of the original models in depicting scenes are also explained...

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