Eurographics Workshops and Symposia
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Item A 2-Stages Locomotion Planner for Digital Actors(The Eurographics Association, 2003) Pettré, Julien; Laumond, Jean-Paul; Siméon, Thierry; D. Breen and M. LinThis paper presents a solution to the locomotion planning problem for digital actors. The solution is based both on probabilistic motion planning and on motion capture blending and warping. The paper describes the various components of our solution, from the first path planning to the last animation step. An example illustrates the progression of the animation construction all along the presentation.Item 2.5D Geometric Mapping of Aortic Blood Flow Data for Cohort Visualization(The Eurographics Association, 2021) Behrendt, Benjamin; Pleuss-Engelhardt, David; Gutberlet, Matthias; Preim, Bernhard; Oeltze-Jafra, Steffen and Smit, Noeska N. and Sommer, Björn and Nieselt, Kay and Schultz, ThomasFour-dimensional phase-contrast magnetic resonance imaging (4D PC-MRI) allows for a non-invasive acquisition of timeresolved blood flow measurements, providing a valuable aid to clinicians and researchers seeking a better understanding of the interrelation between pathologies of the cardiovascular system and changes in blood flow patterns. Such research requires extensive analysis and comparison of blood flow data within and between different patient cohorts representing different age groups, genders and pathologies. However, a direct comparison between large numbers of datasets is not feasible due to the complexity of the data. In this paper, we present a novel approach to normalize aortic 4D PC-MRI datasets to enable qualitative and quantitative comparisons. We define normalized coordinate systems for the vessel surface as well as the intravascular volume, allowing for the computation of quantitative measures between datasets for both hemodynamic surface parameters as well as flow or pressure fields. To support the understanding of the geometric deformations involved in this process, individual transformations can not only be toggled on or off, but smoothly transitioned between anatomically faithful and fully abstracted states. In an informal interview with an expert radiologist, we confirm the usefulness of our technique. We also report on initial findings from exploring a database of 138 datasets consisting of both patient and healthy volunteers.Item 2BeOn - Interactive Television Supporting Interpersonal Communication(The Eurographics Association, 2001) Abreu, Jorge; Almeida, Pedro; Branco, Vasco; J.A.Jorge and N.M.Correia and H.Jones and M.B.KamegaiInterpersonal communication mediated by computer services supports the reinforcement and emergence of new communities brought together by leisure or work interests. This paper presents a workbench system that aims to study how the same principle can be applied in interactive television. The main objective is to allow TV users to be online (2BeOn) through the integration of basic and advanced communication services, enabling them to reinforce their interpersonal communication. The 2BeOn system is based on four core components: user tracking, communication services, interface engine and collaboration content/interaction tracing. In addition to the social and behavioural context of the system, its conceptualisation, prototyping and evaluation are addressed.Item 2D Image-Based 3D Scene Retrieval(The Eurographics Association, 2018) Abdul-Rashid, Hameed; Yuan, Juefei; Li, Bo; Lu, Yijuan; Bai, Song; Bai, Xiang; Bui, Ngoc-Minh; Do, Minh N.; Do, Trong-Le; Duong, Anh-Duc; He, Xinwei; Le, Tu-Khiem; Li, Wenhui; Liu, Anan; Liu, Xiaolong; Nguyen, Khac-Tuan; Nguyen, Vinh-Tiep; Nie, Weizhi; Ninh, Van-Tu; Su, Yuting; Ton-That, Vinh; Tran, Minh-Triet; Xiang, Shu; Zhou, Heyu; Zhou, Yang; Zhou, Zhichao; Telea, Alex and Theoharis, Theoharis and Veltkamp, Remco2D scene image-based 3D scene retrieval is a new research topic in the field of 3D object retrieval. Given a 2D scene image, it is to search for relevant 3D scenes from a dataset. It has an intuitive and convenient framework which allows users to learn, search, and utilize the retrieved results for vast related applications, such as automatic 3D content generation for 3D movie, game and animation production, robotic vision, and consumer electronics apps development, and autonomous vehicles. To advance this promising research, we organize this SHREC track and build the first 2D scene image-based 3D scene retrieval benchmark by collecting 2D images from ImageNet and 3D scenes from Google 3D Warehouse. The benchmark contains uniformly classified 10,000 2D scene images and 1,000 3D scene models of ten (10) categories. In this track, seven (7) groups from five countries (China, Chile, USA, UK, and Vietnam) have registered for the track, while due to many challenges involved, only three (3) groups have successfully submitted ten (10) runs of five methods. To have a comprehensive comparison, seven (7) commonly-used retrieval performance metrics have been used to evaluate their retrieval performance. We also suggest several future research directions for this research topic. We wish this publicly available [ARYLL18] benchmark, comparative evaluation results and corresponding evaluation code, will further enrich and boost the research of 2D scene image-based 3D scene retrieval and its applications.Item 2D Scene Sketch-Based 3D Scene Retrieval(The Eurographics Association, 2018) Yuan, Juefei; Li, Bo; Lu, Yijuan; Bai, Song; Bai, Xiang; Bui, Ngoc-Minh; Do, Minh N.; Do, Trong-Le; Duong, Anh-Duc; He, Xinwei; Le, Tu-Khiem; Li, Wenhui; Liu, Anan; Liu, Xiaolong; Nguyen, Khac-Tuan; Nguyen, Vinh-Tiep; Nie, Weizhi; Ninh, Van-Tu; Su, Yuting; Ton-That, Vinh; Tran, Minh-Triet; Xiang, Shu; Zhou, Heyu; Zhou, Yang; Zhou, Zhichao; Telea, Alex and Theoharis, Theoharis and Veltkamp, RemcoSketch-based 3D model retrieval has the intuitiveness advantage over other types of retrieval schemes. Currently, there is a lot of research in sketch-based 3D model retrieval, which usually targets the problem of retrieving a list of candidate 3D models using a single sketch as input. 2D scene sketch-based 3D scene retrieval is a brand new research topic in the field of 3D object retrieval. Unlike traditional sketch-based 3D model retrieval which ideally assumes that a query sketch contains only a single object, this is a new 3D model retrieval topic within the context of a 2D scene sketch which contains several objects that may overlap with each other and thus be occluded and also have relative location configurations. It is challenging due to the semantic gap existing between the iconic 2D representation of sketches and more accurate 3D representation of 3D models. But it also has vast applications such as 3D scene reconstruction, autonomous driving cars, 3D geometry video retrieval, and 3D AR/VR Entertainment. Therefore, this research topic deserves our further exploration. To promote this interesting research, we organize this SHREC track and build the first 2D scene sketch-based 3D scene retrieval benchmark by collecting 3D scenes from Google 3D Warehouse and utilizing our previously proposed 2D scene sketch dataset Scene250. The objective of this track is to evaluate the performance of different 2D scene sketch-based 3D scene retrieval algorithms using a 2D sketch query dataset and a 3D Warehouse model dataset. The benchmark contains 250 scene sketches and 1000 3D scene models, and both are equally classified into 10 classes. In this track, six groups from five countries (China, Chile, USA, UK, and Vietnam) have registered for the track, while due to many challenges involved, only 3 groups have successfully submitted 8 runs. The retrieval performance of submitted results has been evaluated using 7 commonly used retrieval performance metrics. We also conduct a thorough analysis and discussion on those methods, and suggest several future research directions to tackle this research problem. We wish this publicly available [YLL18] benchmark, comparative evaluation results and corresponding evaluation code, will further enrich and advance the research of 2D scene sketch-based 3D scene retrieval and its applications.Item 2D Shading for Cel Animation(ACM, 2018) Hudon, Matis; Pagés, Rafael; Grogan, Mairéad; Ondřej, Jan; Smolić, Aljoša; Aydın, Tunç and Sýkora, DanielWe present a semi-automatic method for creating shades and self-shadows in cel animation. Besides producing attractive images, shades and shadows provide important visual cues about depth, shapes, movement and lighting of the scene. In conventional cel animation, shades and shadows are drawn by hand. As opposed to previous approaches, this method does not rely on a complex 3D reconstruction of the scene: its key advantages are simplicity and ease of use. The tool was designed to stay as close as possible to the natural 2D creative environment and therefore provides an intuitive and user-friendly interface. Our system creates shading based on hand-drawn objects or characters, given very limited guidance from the user. The method employs simple yet very efficient algorithms to create shading directly out of drawn strokes. We evaluate our system through a subjective user study and provide qualitative comparison of our method versus existing professional tools and state of the art.Item 2D Sketch Based Recognition of 3D freeform Shape by Using the RBF Neural Network(The Eurographics Association, 2005) Qin, S. F.; Sun, Guangmin; Wright, D. K.; Lim, S.; Khan, U.; Mao, C.; Joaquim Armando Pires Jorge and Takeo IgarashiThis paper presents a novel free-form surface recognition method from 2D freehand sketching. The approach is based on the Radial basis function (RBF), an artificial intelligence technique. A simple three-layered network has been designed and constructed. After training and testing with two types of surfaces (four sided boundary surfaces and four close section surfaces), it has been shown that the method is useful in freeform surface recognition. The testing results are very satisfactory.Item 2D Vector Field Visualization Using Furlike Texture(Springer and The Eurographics Association, 1999) Khouas, Leila; Odet, Christophe; Friboulet, Denis; Gröller, E., Löffelmann, H., Ribarsky, W.This paper presents a new technique for 2D vector field visualization. Our approach is based on the use of a furlike texture. For this purpose, we have first developed a texture model that allows two dimensional synthesis of 3D furlike texture. The technique is based on a non stationary two dimensional Autoregressive synthesis (2D AR). The texture generator allows local control of orientation and length of the synthesized texture (the orientation and length of filaments). This texture model is then used to represent 2D vector fields. We can use orientation, length, density and color attributes of our furlike texture to visualize local orientation and magnitude of a 2D vector field. The visual representations produced are satisfying since complete information about local orientation is easily perceived. We will show that the technique can also produce LIC-like texture. In addition, due to the AR formulation, the obtained technique is computationally efficient.Item 2D/3D Semantic Annotation of Spatialized Images for the Documentation and Analysis of Cultural Heritage(The Eurographics Association, 2016) Manuel, Adeline; Véron, Philippe; Luca, Livio De; Chiara Eva Catalano and Livio De LucaThe introduction of digital technologies in the documentation methods for cultural heritage has helped to design new tools for the acquisition and management of information collected for multidisciplinary studies. These tools are beginning to emerge as the preferred media for describing, analyzing and understanding the objects of study. Existing solutions for semantic annotation on images, on 3D models or with 2D/3D hybrid methods still reveal themselves today insufficient to tackle the complex problem of annotating heritage artifacts. In this field, the semantic description of the studied objects must be able to rely on a rich and structured representation by on one hand making explicit the morphological complexity of the object and on the other hand by reflecting all aspects conveyed by the acquisitions of scientific imaging. This paper introduces an approach for conducting semantic annotations on 2D images (photography, scientific imaging ...) while facilitating the annotation work with an automatic propagation of these annotations between other correlated representations (2D or 3D) of the object. It is based on a spatial referencing method aiming at the establishment of a continuous 2D/3D projective relationship. The goal of the approach is to define an informative continuum between all phases of observation and description processes ranging from the acquisition of images and spatial data up to the building of semantically-enriched 3D representations. The idea is to insert semantics at all phases of 2D/3D data processing while ensuring a continuous correlation of annotations from a spatial, temporal and morphological point of view.Item A 2nd generation autostereoscopic 3-D display(The Eurographics Association, 1992) Lang, S.R.; Travis, A.R.L.; Castle, O.M.; Moore, l.R.; P F ListerItem 3-D Digital Preservation of At-Risk Global Cultural Heritage(The Eurographics Association, 2016) Lercari, Nicola; Shulze, Jurgen; Wendrich, Willeke; Porter, Benjamin; Burton, Margie; Levy, Thomas E.; Chiara Eva Catalano and Livio De LucaRecent current events have dramatically highlighted the vulnerability of the world's material cultural heritage. The 3-D Digital Preservation of At-Risk Global Cultural Heritage project, led by Thomas Levy at UC San Diego, catalyzes a collaborative research effort by four University of California campuses (San Diego, Berkeley, Los Angeles and Merced) to use cyberarchaeology and computer graphics for cultural heritage to document and safeguard virtually some of the most at-risk heritage objects and places. Faculty and students involved in this project are conducting path-breaking archaeological research - covering more than 10,000 years of culture and architecture - in Cyprus, Greece, Egypt, Ethiopia, Israel, Jordan, Morocco, Turkey, and the United States. This project uses the 3-D archaeological data collected in numerous at-risk heritage places to study, forecast, and model the effects of human conflict, climate change, natural disasters and technological and cultural changes on these sites and landscapes. The greater challenge undertaken by this project is to integrate archaeological heritage data and digital heritage data using the recently-announced Pacific Research Platform (PRP) and its 10-100Gb/s network as well as virtual reality kiosks installed in each participating UC campus. Our aim is to link UC San Diego and the San Diego Supercomputer Center to other labs, libraries and museums at the other UC campuses to form a highly-networked collaborative platform for curation, analysis, and visualization of 3D archaeological heritage data.Item 3-Hand Manipulation of Virtual Objects(The Eurographics Association, 2009) Aguerreche, Laurent; Duval, Thierry; Lécuyer, Anatole; Michitaka Hirose and Dieter Schmalstieg and Chadwick A. Wingrave and Kunihiro NishimuraIn this paper we introduce a new 3D interaction technique called '3-Hand Manipulation', for multi-user collaborative manipulation of 3D objects. The 3-Hand Manipulation relies on the use of three manipulation points that can be used simultaneously by three different 'hands' of two or three users. Interestingly, the three translation motions of the manipulation points can fully determine the resulting 6 degrees of freedom motion of the manipulated object. We describe the implementation of the 3-Hand Manipulation, its graphical representations and an illustration of its use by two or three users on an insertion task in immersive virtual environment. This technique could be used in various applications of collaborative VR such as for virtual prototyping, training simulations, assembly and maintenance simulations.Item A 33MHz 16. Bit Gradient Calculator for Real-Time Volume Imaging(The Eurographics Association, 1994) Margala, Martin; Durdle, Nelson G.; Raso, V. James; Hill, Doug L.; W. StrasserThis paper describes a gradient calculator which forms an important part of a shading processor being developed for a high resolution high performance real-time general purpose volume imaging system. The proposed architecture overcomes cunent image resolution and frame-rate limitations through the use of custom high-speed processors. The gradient calculator evaluates three arithmetic operations: a square and add operation, square-root, and three division operations. Input output delay time is 30 os with an accuracy of ±O.78%. The algorithms and implementation in silicon are described in detail.Item 360° versus 3D Environments in VR Headsets for an Exploration Task(The Eurographics Association, 2017) Boukhris, Mehdi; Paljic, Alexis; Lafon-Pham, Dominique; Robert W. Lindeman and Gerd Bruder and Daisuke IwaiFor entertainment, pedagogical or cultural purposes, there is a need for fast and easy setup of virtual environments that represent real ones. The use of 360° video in Virtual Reality Headsets seems like a powerful tool for producing fun and engaging content in a fast manner. This applies even more when we need to set up realistic views of actual environments. However, in terms of user experience in virtual reality headsets, can 360° shots of a real environment be an interesting alternative to a full 3D model? In this work, we have conducted a user study during a film festival comparing the reaction of a wide public to two versions of a Virtual Reality cultural heritage visit of a Paleolithic cave, the "Grotte de Commarque" located in the south of France. The first version is a full 3D textured model of the cave, the second is a series of 360° pictures, presented in a VR Headset. We have set up a scenario of observation and exploration. The users were able to navigate with the same teleportation metaphor in both conditions. We focused on evaluating the sense of presence during the visit. We have also sought for trends in perceived fun, sickness and easiness of navigation. Our results suggest that the full 3D environment is where the participants feel more present. However, the difference in rating the measures between the two conditions were not strongly marked. Moreover, a relevant result that we retain is that this rating is correlated to the degree of familiarity of the user with virtual reality.Item 3D and Challenging Materials(IEEE, 2015) Mathys, Aurore; Brecko, Jonathan; Spiegel, Didier Van den; Semal, Patrick; Gabriele Guidi and Roberto Scopigno and Fabio RemondinoMuseum collections are composed of many different materials with different optical properties. These properties are an important factor to consider when using 3D digitisation as museum artefacts cannot be sprayed with an opaque coating to avoid reflection and facilitate 3D scanning. In this paper we review a wide variety of materials and techniques in order to propose guidelines for the 3D digitisation of different materials.Item 3D Annotation Transfer(The Eurographics Association, 2017) Scalas, Andreas; Mortara, Michela; Spagnuolo, Michela; Tobias Schreck and Tim Weyrich and Robert Sablatnig and Benjamin StularIn the last few years, there has been an increase in digitalization efforts within the Cultural Heritage field, which boosted the interest for new strategies to improve documentation standards. While these concepts have been largely studied for most of the CH content types, 3D data still need to be fully worked out as document types. One of the most innovative methods to glue the documentation (i.e. the semantics) of the artifacts to their geometry is to exploit the technology of the semantic web and implement the semantic annotation pipeline for 3D data. Since the 3D representation of artifacts is not a standard, and in the particular case of triangular meshes there are differences of resolutions and vertices position, there is the strong need for tools which could allow for annotation persistence between representation switch. In this paper, we present the first results in the design of an automatic algorithm for annotation transfer between triangular meshes with different resolutions, provided that they represent the same artifact.Item A 3D CAD Assembly Benchmark(The Eurographics Association, 2019) Lupinetti, Katia; Giannini, Franca; monti, marina; PERNOT, Jean-Philippe; Biasotti, Silvia and Lavoué, Guillaume and Veltkamp, RemcoEvaluating the effectiveness of the systems for the retrieval of 3D assembly models is not trivial. CAD assembly models can be considered similar according to different criteria and at different levels (i.e. globally or partially). Indeed, besides the shape criterion, CAD assembly models have further characteristic elements, such as the mutual position of parts, or the type of connecting joint. Thus, when retrieving 3D models, these characteristics can match in the entire model (globally) or just in local subparts (partially). The available 3D model repositories do not include complex CAD assembly models and, generally, they are suitable to evaluate one characteristic at a time and neglecting important properties in the evaluation of assembly similarity. In this paper, we present a benchmark for the evaluation of content-retrieval systems of 3D assembly models. A crucial feature of this benchmark regards its ability to consider the various aspects characterizing the models of mechanical assemblies.Item 3D Cities Rendering and Visualisation: A Web-Based Solution(The Eurographics Association, 2016) Haje, Noura El; Jessel, Jean-Pierre; Gaildrat, Véronique; Sanza, Cédric; Vincent Tourre and Filip Biljecki3D cities reconstruction and visualisation have always been a challenging area. Many software have been developed for constructing, editing and visualising 3D virtual cities. These software that allow the semi-automatic generation of virtual cities whether destined for visualisation, simulation and games have largely reduced the cost and charges of manual generation and sometimes their work outstrips the geometry to reach the semantics at a higher level. However, for faster and better performance, we are focusing on the visualisation and management of real-world data and more precisely geographic data for the web. This data is written in different standards and is largely available to users and cost free. This paper proposes a user intuitive solution based on the quite recent ArcGIS software Application Programming Interface (API) and CityGML (Geography Markup Language) in order to visualise and manage a real interactive editable city.Item 3D Computer Graphics-Based Grass Pixel Simulation System for Color Scale Mapping Method(The Eurographics Association, 2023) Mizuno, Akito; Tanaka, Kojiro; Mikawa, Masahiko; Fujisawa, Makoto; Jean-Marie Normand; Maki Sugimoto; Veronica SundstedtRecently, a wide range of media devices have been developed, with increasing emphasis on activities related to media art using natural elements. Although numerous studies have been conducted to harmonize media devices with natural landscapes, there is research on a display device using grass, termed artificial grass display, and its foundational element, artificial grass pixel. The artificial grass pixel employs the mechanism of pin displays and two types of grass to dynamically control the color of the grass. Moreover, studies are being conducted on the method of color scale mapping for the artificial grass pixel. However, there is a problem in experiments in the real space conditions due to the experimental overhead of acquiring a lot of data for color scale mapping. In order to solve this problem, this study aims to replicate and evaluate the artificial grass pixel in a virtual space using Computer Graphics (CG) technology. In this paper, we propose a novel method to estimate characteristic parameters of CG models based on a genetic algorithm to minimize the color difference from a real model. As a result, by performing calibration using multiple sets of real data, it was confirmed that the simulated grass pixel demonstrated color and color scale evaluation results aligned based on the color difference with the grass pixel in the real space.Item 3D Design Of Ancient Garments(The Eurographics Association, 2019) Carrière, Melanie; Skouras, Melina; Hahmann, Stefanie; Rizvic, Selma and Rodriguez Echavarria, Karina3D Modeling of this kind of draped clothes worn by a virtual human body is a particularly challenging task in computer graphics primarily due to the combined difficulty of creating layers of numerous fine folds and draping a person with a procedure quite different from dressing modern clothes. We propose a procedural approach for synthesizing a toga draped around a virtual body by starting from a flat fabric. We recreate visible and invisible folds as well as layers of the garment. This approach is composed into different stages inspired by movements made by roman people as they put on their toga. To adjust the toga to the morphology of the 3D model, we present a technique to create the mesh of the toga that adapts to certain parameters of the human body. Using a physical-based simulator allows us to reach our final goal: A 3D model wearing a realistic toga.