23-Issue 3
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Item Approximated Centroidal Voronoi Diagrams for Uniform Polygonal Mesh Coarsening(The Eurographics Association and Blackwell Publishing, Inc, 2004) Valette, Sebastien; Chassery, Jean-MarcWe present a novel clustering algorithm for polygonal meshes which approximates a Centroidal Voronoi Diagram construction. The clustering provides an efficient way to construct uniform tessellations, and therefore leads to uniform coarsening of polygonal meshes, when the output triangulation has many fewer elements than the input mesh. The mesh topology is also simplified by the clustering algorithm. Based on a mathematical framework, our algorithm is easy to implement, and has low memory requirements. We demonstrate the efficiency of the proposed scheme by processing several reference meshes having up to 1 million triangles and very high genus within a few minutes on a low- end computer.Item Dye Advection Without the Blur: A Level-Set Approach for Texture-Based Visualization of Unsteady Flow(The Eurographics Association and Blackwell Publishing, Inc, 2004) Weiskopf, D.Dye advection is an intuitive and versatile technique to visualize both steady and unsteady flow. Dye can be easily combined with noise-based dense vector field representations and is an important element in user-centric visual exploration processes. However, fast texture-based implementations of dye advection rely on linear interpolation operations that lead to severe diffusion artifacts. In this paper, a novel approach for dye advection is proposed to avoid this blurring and to achieve long and clearly defined streaklines or extended streak-like patterns. The interface between dye and background is modeled as a level-set within a signed distance field. The level-set evolution is governed by the underlying flow field and is computed by a semi-Lagrangian method. A reinitialization technique is used to counteract the distortions introduced by the level-set evolution and to maintain a level-set function that represents a local distance field. This approach works for 2D and 3D flow fields alike. It is demonstrated how the texture-based level-set representation lends itself to an efficient GPU implementation and therefore facilitates interactive visualization.Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Picture/Image Generation I.3.7 [Computer Graphics]: Three-Dimensional Graphics and RealismItem Deferred Splatting(The Eurographics Association and Blackwell Publishing, Inc, 2004) Guennebaud, Gael; Barthe, Loic; Paulin, MathiasIn recent years it has been shown that, above a certain complexity, points become the most efficient rendering primitives. Although the programmability of the lastest graphics hardware allows efficient implementation of high quality surface splatting algorithms, their performance remains below those obtained with simpler point based rendering algorithms when they are used for scenes of high complexity. In this paper, our goal is to apply high quality point based rendering algorithms on complex scenes. For this purpose, we show how to take advantage of temporal coherency in a very accurate hardware accelerated point selection algorithm allowing the expensive computations to be peformed only on visible points. Our algorithm is based on a multi-pass hardware accelerated EWA splatting. It is also suitable for any rendering application since no pre-process is needed and no assumption is made on the data structure. In addition, we briefly discuss the association of our method with other existing culling techniques and optimization for particular applications.Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Viewing algorithmsItem A Physically-Based Model for Rendering Realistic Scratches(The Eurographics Association and Blackwell Publishing, Inc, 2004) Bosch, Carles; Pueyo, Xavier; Merillou, Stephane; Ghazanfarpour, DjamchidIndividually visible scratches, also called isolated scratches, are very common in real world surfaces. Although their microgeometry is not visible, they are individually perceptible by the human eye, lying into a representation scale between BRDF and texture. In order to simulate this kind of scratches in synthetic images we need to know their position over the surface (texture scale), so we can determine where to use the specific scratch BRDF instead of the ordinary surface BRDF. Computing the BRDF of a scratch is difficult because it depends on the scratch's invisible microgeometry. In this paper, we propose a new physically based model to derive this microgeometry by simulating the formation process of scratches. We allow specifying intuitively the parameters involved in the process such as the scratching tool, the penetration forces, and the material properties of the object. From these parameters, we derive the microgeometries of the scratches by taking into account the real behaviour of the process. This behaviour has been determined by analysing existing models in the field of materials engineering and some 'scratch tests' that we performed on metals. Our method has the advantages of easily simulating scratches with a wide range of microgeometries and taking into account the variability of their microgeometry along the scratch path. Another contribution is related to the location of the scratches over the surface. Instead of using an image of the paths as in previous work, we present a new representation based on curves defining the paths. This offers an independence on the image resolution or the distance from the observer and accurately provides the scratch direction in order to compute scratch BRDFs.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Color, shading, shadowing, and texture.Item Fast Surface Modelling Using a 6th Order PDE(The Eurographics Association and Blackwell Publishing, Inc, 2004) Zhang, Jian. J.; You, L. H.Although the control-point based parametric approach is used most widely in free-form surface modelling, complementary techniques co-exist to meet various specialised requirements. The partial differential equation (PDE) based modelling approach is especially suitable for satisfying surface boundary constraints. They are also effective for the generation of families of free-form surfaces, which share a common base and differ in their secondary features. In this paper, we present a fast surface modelling method using a sixth order PDE. This PDE provides enough degrees of freedom not only to accommodate tangent, but also curvature boundary conditions and offers more shape control parameters to serve as user controls for the manipulation of surface shapes. In order to achieve real-time performance, we have constructed a surface function and developed a high-precision approximate solution to the 6th order PDE. Unlike some existing PDE-based techniques, this resolution method can satisfy the boundary conditions exactly, and is able to create free-form surfaces as fast and almost as accurately as the closed-form (analytical) solutions. Due to the fact that it has sufficient degrees of freedom to accommodate the continuity of 3-sided and 4-sided surface patches at their boundaries, this method is able to model complex surfaces consisting of multiple patches. Compared with existing PDE-based modelling methods, this method is both fast and can solve a larger class of surface modelling problems.Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Curves, surfaces, solid, and object representations; physically based modellingItem Measurement-Based Interactive Simulation of Viscoelastic Solids(The Eurographics Association and Blackwell Publishing, Inc, 2004) Schoner, Jeffrey L.; Lang, Jochen; Seidel, Hans-PeterAnimation of viscoelastic solids in entertainment and medical applications as well as scientific simulation can be improved through observations of real world objects. This paper presents a method for simulating viscoelastic solids in real-time for visual and haptic display along with a method for determining the parameters of the the underlying model from automated physical measurements of real world objects. The viscoelastic model is a novel extension of the discrete Green's function matrix for linear elasticity, which combines static behavior represented by Green's functions with dynamic behavior expressed by differential equations inspired by particle systems. We describe a novel estimation method of dynamic contact behavior for heterogeneous complex objects based on these measurements. For this estimation, our method relies only on measurement data previously used in the acquisition less realistic elastostatic models. In this way our method allows more physically accurate realism in animation of viscoelastic solids without large additional computational costs or any measurements besides those associated with related methods for elastostatic solids.Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Physically based modeling I.3.7 [Computer Graphics]: Virtual reality, animationItem Way-Finder: guided tours through complex walkthrough models(The Eurographics Association and Blackwell Publishing, Inc, 2004) Andujar, C.; Vazquez, P.; Fairen, M.The exploration of complex walkthrough models is often a difficult task due to the presence of densely occluded regions which pose a serious challenge to online navigation. In this paper we address the problem of algorithmic generation of exploration paths for complex walkthrough models. We present a characterization of suitable properties for camera paths and we discuss an efficient algorithm for computing them with little or no user intervention. Our approach is based on identifying the free-space structure of the scene (represented by a cell and portal graph) and an entropy-based measure of the relevance of a view-point. This metric is key for deciding which cells have to be visited and for computing critical way-points inside each cell. Several results on different model categories are presented and discussed.Item Applied Geometry:Discrete Differential Calculus for Graphics(The Eurographics Association and Blackwell Publishing, Inc, 2004) Desbrun, MathieuGeometry has been extensively studied for centuries, almost exclusively from a differential point of view. However, with the advent of the digital age, the interest directed to smooth surfaces has now partially shifted due to the growing importance of discrete geometry. From 3D surfaces in graphics to higher dimensional manifolds in mechanics, computational sciences must deal with sampled geometric data on a daily basis-hence our interest in Applied Geometry.In this talk we cover different aspects of Applied Geometry. First, we discuss the problem of Shape Approximation, where an initial surface is accurately discretized (i.e., remeshed) using anisotropic elements through error minimization. Second, once we have a discrete geometry to work with, we briefly show how to develop a full- blown discrete calculus on such discrete manifolds, allowing us to manipulate functions, vector fields, or even tensors while preserving the fundamental structures and invariants of the differential case. We will emphasize the applicability of our discrete variational approach to geometry by showing results on surface parameterization, smoothing, and remeshing, as well as virtual actors and thin-shell simulation.Joint work with: Pierre Alliez (INRIA) , David Cohen-Steiner (Duke U.), Eitan Grinspun (NYU), Anil Hirani (Caltech), Jerrold E. Marsden (Caltech), Mark Meyer (Pixar), Fred Pighin (USC), Peter Schroeder (Caltech), Yiying Tong (USC).Item Real-time Light Animation(The Eurographics Association and Blackwell Publishing, Inc, 2004) Sbert, Mateu; Szecsi, Laszlo; Szirmay-Kalos, LaszloLight source animation is a particularly hard field of real-time global illumination algorithms since moving light sources result in drastic illumination changes and make coherence techniques less effective. However, the animation of small (point-like) light sources represents a special but practically very important case, for which the reuse of the results of other frames is possible. This paper presents a fast light source animation algorithm based on the virtual light sources illumination method. The speed up is close to the length of the animation, and is due to reusing paths in all frames and not only in the frame where they were obtained. The possible applications of this algorithm are the lighting design and systems to convey shape and features with relighting.Item GPU-Based Nonlinear Ray Tracing(The Eurographics Association and Blackwell Publishing, Inc, 2004) Weiskopf, Daniel; Schafhitzel, Tobias; Ertl, ThomasIn this paper, we present a mapping of nonlinear ray tracing to the GPU which avoids any data transfer back to main memory. The rendering process consists of the following parts: ray setup according to the camera parameters, ray integration, ray-object intersection, and local illumination. Bent rays are approximated by polygonal lines that are represented by textures. Ray integration is based on an iterative numerical solution of ordinary differential equations whose initial values are determined during ray setup. To improve the rendering performance, we propose acceleration techniques such as early ray termination and adaptive ray integration. Finally, we discuss a variety of applications that range from the visualization of dynamical systems to the general relativistic visualization in astrophysics and the rendering of the continuous refraction in media with varying density.Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Picture/Image Generation I.3.7 [Computer Graphics]: Three-Dimensional Graphics and RealismItem Balancing Considered Harmful - Faster Photon Mapping using the Voxel Volume Heuristic -(The Eurographics Association and Blackwell Publishing, Inc, 2004) Wald, Ingo; Guenther, Johannes; Slusallek, PhilippPhoton mapping is one of the most important algorithms for computing global illumination. Especially for efficiently producing convincing caustics, there are no real alternatives to photon mapping. On the other hand, photon mapping is also quite costly: Each radiance lookup requires to find the k nearest neighbors in a kd-tree, which can be more costly than shooting several rays. Therefore, the nearest-neighbor queries often dominate the rendering time of a photon map based renderer.In this paper, we present a method that reorganizes - i.e. un balances - the kd-tree for storing the photons in a way that allows for finding the k-nearest neighbors much more efficiently, thereby accelerating the radiance estimates by a factor of 1.2-3.4. Most importantly, our method still finds exactly the same k-nearest-neighbors as the original method, without introducing any approximations or loss of accuracy. The impact of our method is demonstrated with several practical examples.Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Global Illumination I.3.7 [Computer Graphics]: RaytracingItem Synthesizing Sound from Turbulent Field using Sound Textures for Interactive Fluid Simulation(The Eurographics Association and Blackwell Publishing, Inc, 2004) Dobashi, Yoshinori; Yamamoto, Tsuyoshi; Nishita, TomoyukiSound is an indispensable element for the simulation of a realistic virtual environment. Therefore, there has been much recent research focused on the simulation of realistic sound effects. This paper proposes a method for creating sound for turbulent phenomena such as fire. In a turbulent field, the complex motion of vortices leads to the generation of sound. This type of sound is called a vortex sound. The proposed method simulates a vortex sound by computing vorticity distributions using computational fluid dynamics. Sound textures for the vortex sound are first created in a pre-process step. The sound is then created at interactive rates by using these sound textures. The usefulness of the proposed method is demonstrated by applying it to the simulation of the sound of fire and other turbulent phenomena.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism - Animation; I.6.8 [Simulation and Modeling]: Types of Simulation - Animation; I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism; I.6.3 [Simulation and Modeling]: Applications; H.5.5 [Information Interfaces and Presentation]: Sound and Music Computing - Methodologies and techniques, Modeling.Item Exchanging Faces in Images(The Eurographics Association and Blackwell Publishing, Inc, 2004) Blanz, Volker; Scherbaum, Kristina; Vetter, Thomas; Seidel, Hans-PeterPasting somebody's face into an existing image with traditional photo retouching and digital image processing tools has only been possible if both images show the face from the same viewpoint and with the same illumination. However, this is rarely the case for given pairs of images. We present a system that exchanges faces across large differences in viewpoint and illumination. It is based on an algorithm that estimates 3D shape and texture along with all relevant scene parameters, such as pose and lighting, from single images. Manual interaction is reduced to clicking on a set of about 7 feature points, and marking the hairline in the target image. The system can be used for image processing, virtual try-on of hairstyles, and face recognition. By separating face identity from imaging conditions, our approach provides an abstract representation of images and a novel, high-level tool for image manipulation.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: AnimationItem High Resolution Acquisition, Learning and Transfer of Dynamic 3-D Facial Expressions(The Eurographics Association and Blackwell Publishing, Inc, 2004) Wang, Yang; Huang, Xiaolei; Lee, Chan-Su; Zhang, Song; Li, Zhiguo; Samaras, Dimitris; Metaxas, Dimitris; Elgammal, Ahmed; Huang, PeisenSynthesis and re-targeting of facial expressions is central to facial animation and often involves significant manual work in order to achieve realistic expressions, due to the difficulty of capturing high quality dynamic expression data. In this paper we address fundamental issues regarding the use of high quality dense 3-D data samples undergoing motions at video speeds, e.g. human facial expressions. In order to utilize such data for motion analysis and re-targeting, correspondences must be established between data in different frames of the same faces as well as between different faces. We present a data driven approach that consists of four parts: 1) High speed, high accuracy capture of moving faces without the use of markers, 2) Very precise tracking of facial motion using a multi-resolution deformable mesh, 3) A unified low dimensional mapping of dynamic facial motion that can separate expression style, and 4) Synthesis of novel expressions as a combination of expression styles. The accuracy and resolution of our method allows us to capture and track subtle expression details. The low dimensional representation of motion data in a unified embedding for all the subjects in the database allows for learning the most discriminating characteristics of each individual's expressions as that person's 'expression style'. Thus new expressions can be synthesized, either as dynamic morphing between individuals, or as expression transfer from a source face to a target face, as demonstrated in a series of experiments.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Animation; I.3.5 [Computer Graphics]: Curve, surface, solid, and object representations; I.3.3 [Computer Graphics]: Digitizing and scanning; I.2.10 [Artificial intelligence]: Motion ; I.2.10 [Artificial intelligence]: Representations, data structures, and transforms; I.2.10 [Artificial intelligence]: Shape; I.2.6 [Artificial intelligence]: Concept learningItem Instant Volumetric Understanding with Order-Independent Volume Rendering(The Eurographics Association and Blackwell Publishing, Inc, 2004) Mora, Benjamin; Evert, David S.Rapid, visual understanding of volumetric datasets is a crucial outcome of a good volume rendering application, but few current volume rendering systems deliver this result. Our goal is to reduce the volumetric surfing that is required to understand volumetric features by conveying more information in fewer images. In order to achieve this goal, and in contrast with most current methods which still use optical models and alpha blending, our approach reintroduces the order-independent contribution of every sample along the ray in order to have an equiprobable visualization of all the volume samples. Therefore, we demonstrate how order independent sampling can be suitable for fast volume understanding, show useful extensions to MIP and X-ray like renderings, and, finally, point out the special advantage of using stereo visualization in these models to circumvent the lack of depth cues.Categories and Subject Descriptors: I.3.3 [Computer Graphics]: Picture/Image, Generation,I.3.7 [Computer Graphics]: Three-Dimensional graphics and realism.Item Computing Maximal Tiles and Application to Impostor-Based Simplification(The Eurographics Association and Blackwell Publishing, Inc, 2004) Andujar, C.; Brunet, P.; Chica, A.; Navazo, I.; Rossignac, J.; Vinacua, A.The computation of the largest planar region approximating a 3D object is an important problem with wide applications in modeling and rendering. Given a voxelization of the 3D object, we propose an efficient algorithm to solve a discrete version of this problem. The input of the algorithm is the set of grid edges connecting the interior and the exterior of the object (called sticks). Using a voting-based approach, we compute the plane that slices the largest number of sticks and is orientation-compatible with these sticks. The robustness and efficiency of our approach rests on the use of two different parameterizations of the planes with suitable properties. The first of these is exact and is used to retrieve precomputed local solutions of the problem. The second one is discrete and is used in a hierarchical voting scheme to compute the global maximum. This problem has diverse applications that range from finding object signatures to generating simplified models. Here we demonstrate the merits of the algorithm for efficiently computing an optimized set of textured impostors for a given polygonal model.Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object ModelingItem Scalable behaviors for crowd simulation(The Eurographics Association and Blackwell Publishing, Inc, 2004) Sung, Mankyu; Gleicher, Michael; Chenney, StephenCrowd simulation for virtual environments offers many challenges centered on the trade-offs between rich behavior, control and computational cost. In this paper we present a new approach to controlling the behavior of agents in a crowd. Our method is scalable in the sense that increasingly complex crowd behaviors can be created without a corresponding increase in the complexity of the agents. Our approach is also more authorable; users can dynamically specify which crowd behaviors happen in various parts of an environment. Finally, the character motion produced by our system is visually convincing. We achieve our aims with a situation-based control structure. Basic agents have very limited behaviors. As they enter new situations, additional, situation-specific behaviors are composed on the fly to enable agents to respond appropriately. The composition is done using a probabilistic mechanism. We demonstrate our system with three environments including a city street and a theater.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: AnimationItem Procedural Texture Matching and Transformation(The Eurographics Association and Blackwell Publishing, Inc, 2004) Bourque, Eric; Dudek, GregoryWe present a technique for creating a smoothly varying sequence of procedural textures that interpolates between arbitrary input samples of texture. This texture transformation uses a library of procedural shaders and selects the correct shaders and associated parameters to accomplish the task.In general, selecting a procedural texture from a library, or finding the correct parameters to produce a smooth texture transition can be complex and time consuming. We propose a strategy for automating this process. While superficially this problem appears intractable for both humans and computational systems, its natural characteristics make a computational solution feasible. We present an algorithm and experimental results demonstrating this approach.Transformation between two textures can then be achieved procedurally, while enforcing perceptual similarity constraints between adjacent texture frames. We describe a technique for efficiently sampling the parameter domain of a shader based on a texture similarity function to create a smooth path through its texture range. In the case of evolving between several shaders, a method is described to obtain the best jump-points which can be used to connect different shaders smoothly in texture space. Several examples of the technique are shown, and future directions as well as potential problems are discussed.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: TextureItem Single-Strip Triangulation of Manifolds with Arbitrary Topology(The Eurographics Association and Blackwell Publishing, Inc, 2004) Gopi, M.; Eppstien, DavidItem Anisotropic Filtering of Non-Linear Surface Features(The Eurographics Association and Blackwell Publishing, Inc, 2004) Hildebrandt, Klaus; Polthier, KonradA new method for noise removal of arbitrary surfaces meshes is presented which focuses on the preservation and sharpening of non-linear geometric features such as curved surface regions and feature lines. Our method uses a prescribed mean curvature flow (PMC) for simplicial surfaces which is based on three new contributions: 1. the definition and efficient calculation of a discrete shape operator and principal curvature properties on simplicial surfaces that is fully consistent with the well-known discrete mean curvature formula, 2. an anisotropic discrete mean curvature vector that combines the advantages of the mean curvature normal with the special anisotropic behaviour along feature lines of a surface, and 3. an anisotropic prescribed mean curvature flow which converges to surfaces with an estimated mean curvature distribution and with preserved non-linear features. Additionally, the PMC flow prevents boundary shrinkage at constrained and free boundary segments.
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