Volume 33 (2014)
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Item Time Line Cell Tracking for the Approximation of Lagrangian Coherent Structures with Subgrid Accuracy(The Eurographics Association and John Wiley and Sons Ltd., 2014) Kuhn, A.; Engelke, W.; Rössl, C.; Hadwiger, M.; Theisel, H.; Holly Rushmeier and Oliver DeussenLagrangian coherent structures (LCSs) have become a widespread and powerful method to describe dynamic motion patterns in time-dependent flow fields. The standard way to extract LCS is to compute height ridges in the finite-time Lyapunov exponent field. In this work, we present an alternative method to approximate Lagrangian features for 2D unsteady flow fields that achieve subgrid accuracy without additional particle sampling. We obtain this by a geometric reconstruction of the flow map using additional material constraints for the available samples. In comparison to the standard method, this allows for a more accurate global approximation of LCS on sparse grids and for long integration intervals. The proposed algorithm works directly on a set of given particle trajectories and without additional flow map derivatives. We demonstrate its application for a set of computational fluid dynamic examples, as well as trajectories acquired by Lagrangian methods, and discuss its benefits and limitations.Lagrangian Coherent Structures (LCS) have become a widespread and powerful method to describe dynamic motion patterns in time-dependent flow fields. The standard way to extract LCS is to compute height ridges in the Finite Time Lyapunov Exponent (FTLE) field. In this work, we present an alternative method to approximate Lagrangian features for 2D unsteady flow fields that achieves subgrid accuracy without additional particle sampling. We obtain this by a geometric reconstruction of the flow map using additional material constraints for the available samples. The illustration shows four approximations of LCS at different time steps in subgrid accuracy computed from a triangular grid containing 60 times 120 sample points for a heated cylinder simulation.Item On Perception of Semi‐Transparent Streamlines for Three‐Dimensional Flow Visualization(The Eurographics Association and John Wiley and Sons Ltd., 2014) Mishchenko, O.; Crawfis, R.; Holly Rushmeier and Oliver DeussenOne of the standard techniques to visualize three‐dimensional flow is to use geometry primitives. This solution, when opaque primitives are used, results in high levels of occlusion, especially with dense streamline seeding. Using semi‐transparent geometry primitives can alleviate the problem of occlusion. However, with semi‐transparency some parts of the data set become too vague and blurry, while others are still heavily occluded. We conducted a user study that provided us with results on perceptual limits of using semi‐transparent geometry primitives for flow visualization. Texture models for semi‐transparent streamlines were introduced. Test subjects were shown multiple overlaying layers of streamlines and recorded how many different flow directions they were able to perceive. The user study allowed us to identify a set of top scoring textures. We discuss the results of the user study, provide guidelines on using semi‐transparency for three‐dimensional flow visualization and show how varying textures for different streamlines can further enhance the perception of dense streamlines. We also discuss the strategies for dealing with very high levels of occlusion. The strategies are per‐pixel filtering of flow directions, when only some of the streamlines are rendered at a particular pixel, and opacity normalization, a way of altering the opacity of overlapping streamlines with the same direction. We illustrate our results with a variety of visualizations.One of the standard techniques to visualize three‐dimensional flow is to use geometry primitives. This solution, when opaque primitives are used, results in high levels of occlusion, especially with dense streamline seeding. Using semi‐transparent geometry primitives can alleviate the problem of occlusion. However, with semi‐transparency some parts of the data set become too vague and blurry, while others are still heavily occluded. We conducted a user study that provided us with results on perceptual limits of using semi‐transparent geometry primitives for flow visualization. Texture models for semi‐transparent streamlines were introduced. Test subjects were shown multiple overlaying layers of streamlines and recorded how many different flow directions they were able to perceive. The user study allowed us to identify a set of top scoring textures. We discuss the results of the user study, provide guidelines on using semi‐transparency for three‐dimensional flow visualization and show how varying textures for different streamlines can further enhance the perception of dense streamlines. We also discuss the strategies for dealing with very high levels of occlusion. The strategies are per‐pixel filtering of flow directions, when only some of the streamlines are rendered at a particular pixel, and opacity normalization, a way of altering the opacity of overlapping streamlines with the same direction. We illustrate our results with a variety of visualizations.Item Visual Multiplexing(The Eurographics Association and John Wiley and Sons Ltd., 2014) Chen, Min; Walton, Simon; Berger, Kai; Thiyagalingam, Jeyan; Duffy, Brian; Fang, Hui; Holloway, Cameron; Trefethen, Anne E.; H. Carr, P. Rheingans, and H. SchumannThe majority of display devices used in visualization are 2D displays. Inevitably, it is often necessary to overlay one piece of visual information on top of another, especially in applications such as multi-field visualization and geospatial information visualization. In this paper, we present a conceptual framework for studying the mechanisms for overlaying multiple pieces of visual information while allowing users to recover occluded information. We adopt the term 'multiplexing' from tele- and data communication to encompass all such overlapping mechanisms. We establish 10 categories of visual multiplexing mechanisms. We draw support evidence from both perception literature and existing works in visualization to support this conceptual framework. We examine the relationships between multiplexing and information theoretic measures. This new conceptual categorization provides the muchneeded theory of visualization with an integral component.Item ConVis: A Visual Text Analytic System for Exploring Blog Conversations(The Eurographics Association and John Wiley and Sons Ltd., 2014) Hoque, Enamul; Carenini, Giuseppe; H. Carr, P. Rheingans, and H. SchumannToday it is quite common for people to exchange hundreds of comments in online conversations (e.g., blogs). Often, it can be very difficult to analyze and gain insights from such long conversations. To address this problem, we present a visual text analytic system that tightly integrates interactive visualization with novel text mining and summarization techniques to fulfill information needs of users in exploring conversations. At first, we perform a user requirement analysis for the domain of blog conversations to derive a set of design principles. Following these principles, we present an interface that visualizes a combination of various metadata and textual analysis results, supporting the user to interactively explore the blog conversations. We conclude with an informal user evaluation, which provides anecdotal evidence about the effectiveness of our system and directions for further design.Item Visualization of the Centre of Projection Geometrical Locus in a Single Image(The Eurographics Association and John Wiley and Sons Ltd., 2014) Stojaković, V.; Popov, S.; Tepavčević, B.; Holly Rushmeier and Oliver DeussenSingle view reconstruction (SVR) is an important approach for 3D shape recovery since many non‐existing buildings and scenes are captured in a single image. Historical photographs are often the most precise source for virtual reconstruction of a damaged cultural heritage. In semi‐automated techniques, that are mainly used under practical situations, the user is the one who recognizes and selects constraints to be used. Hence, the veridicality and the accuracy of the final model partially rely on man‐based decisions. We noticed that users, especially non‐expert users such as cultural heritage professionals, usually do not fully understand the SVR process, which is why they have trouble in decision making while modelling. That often fundamentally affects the quality of the final 3D models. Considering the importance of human performance in SVR approaches, in this paper we offer a solution that can be used to reduce the amount of user errors. Specifically, we address the problem of locating the centre of projection (CP). We introduce a tool set for 3D visualization of the CP's geometrical loci that provides the user with a clear idea of how the CP's location is determined. Thanks to this type of visualization, the user becomes aware of the following: (1) the constraint relevant for CP location, (2) the image suitable for SVR, (3) more constraints for CP location required, (4) which constraints should be used for the best match, (5) will additional constraints create a useful redundancy. In order to test our approach and the assumptions it relies on, we compared the amount of user made errors in the standard approaches with the one in which additional visualization is provided.Users usually do not fully understand the SVR process, which is why they have trouble in decision making while modelling. That often fundamentally affects the quality of the final 3D models. We introduce a tool set for 3D visualisation of the CP's geometrical loci that provides the user with a clear idea of how the CP's location is determined. Evaluation proves that Tool set provides an effective improvement.Item Continuous Levels-of-Detail and Visual Abstraction for Seamless Molecular Visualization(The Eurographics Association and John Wiley and Sons Ltd., 2014) Parulek, Julius; Jönsson, Daniel; Ropinski, Timo; Bruckner, Stefan; Ynnerman, Anders; Viola, Ivan; Oliver Deussen and Hao (Richard) ZhangMolecular visualization is often challenged with rendering of large molecular structures in real time. We introduce a novel approach that enables us to show even large protein complexes. Our method is based on the level-of-detail concept, where we exploit three different abstractions combined in one visualization. Firstly, molecular surface abstraction exploits three different surfaces, solvent-excluded surface (SES), Gaussian kernels and van der Waals spheres, combined as one surface by linear interpolation. Secondly, we introduce three shading abstraction levels and a method for creating seamless transitions between these representations. The SES representation with full shading and added contours stands in focus while on the other side a sphere representation of a cluster of atoms with constant shading and without contours provide the context. Thirdly, we propose a hierarchical abstraction based on a set of clusters formed on molecular atoms. All three abstraction models are driven by one importance function classifying the scene into the near-, mid- and far-field. Moreover, we introduce a methodology to render the entire molecule directly using the A-buffer technique, which further improves the performance. The rendering performance is evaluated on series of molecules of varying atom counts.Molecular visualization is often challenged with rendering of large molecular structures in real time. We introduce a novel approach that enables us to show even large protein complexes. Our method is based on the level-of-detail concept, where we exploit three different abstractions combined in one visualization. Firstly, molecular surface abstraction exploits three different surfaces, solvent excluded surface (SES), Gaussian kernels and van der Waals spheres, combined as one surface by linear interpolation. Secondly, we introduce three shading abstraction levels and a method for creating seamless transitions between these representations.Item Semi-Automated Video Morphing(The Eurographics Association and John Wiley and Sons Ltd., 2014) Liao, Jing; Lima, Rodolfo S.; Nehab, Diego; Hoppe, Hugues; Sander, Pedro V.; Wojciech Jarosz and Pieter PeersWe explore creating smooth transitions between videos of different scenes. As in traditional image morphing, good spatial correspondence is crucial to prevent ghosting, especially at silhouettes. Video morphing presents added challenges. Because motions are often unsynchronized, temporal alignment is also necessary. Applying morphing to individual frames leads to discontinuities, so temporal coherence must be considered. Our approach is to optimize a full spatiotemporal mapping between the two videos. We reduce tedious interactions by letting the optimization derive the fine-scale map given only sparse user-specified constraints. For robustness, the optimization objective examines structural similarity of the video content. We demonstrate the approach on a variety of videos, obtaining results using few explicit correspondences.Item On Near Optimal Lattice Quantization of Multi‐Dimensional Data Points(The Eurographics Association and John Wiley and Sons Ltd., 2014) Finckh, M.; Dammertz, H.; Lensch, H. P. A.; Holly Rushmeier and Oliver DeussenOne of the most elementary application of a lattice is the quantization of real‐valued s‐dimensional vectors into finite bit precision to make them representable by a digital computer. Most often, the simple s‐dimensional regular grid is used for this task where each component of the vector is quantized individually. However, it is known that other lattices perform better regarding the average quantization error. A rank‐1 lattices is a special type of lattice, where the lattice points can be described by a single s‐dimensional generator vector. Further, the number of points inside the unit cube [0, 1)s is arbitrary and can be directly enumerated by a single one‐dimensional integer value. By choosing a suitable generator vector the minimum distance between the lattice points can be maximized which, as we show, leads to a nearly optimal mean quantization error. We present methods for finding parameters for s‐dimensional maximized minimum distance rank‐1 lattices and further show their practical use in computer graphics applications.One of the most elementary application of a lattice is the quantization of real valued s‐dimensional vectors into finite bit precision to make them representable by a digital computer. Most often, the simple s‐dimensional regular grid is used for this task where each component of the vector is quantized individually. However, it is known that other lattices perform better regarding the average quantization error. A rank‐1 lattices is a special type of lattice, where the lattice points can be described by a single s‐dimensional generator vector.Item Interactive Simulation of Rigid Body Dynamics in Computer Graphics(The Eurographics Association and John Wiley and Sons Ltd., 2014) Bender, Jan; Erleben, Kenny; Trinkle, Jeff; Holly Rushmeier and Oliver DeussenInteractive rigid body simulation is an important part of many modern computer tools, which no authoring tool nor game engine can do without. Such high-performance computer tools open up new possibilities for changing how designers, engineers, modelers and animators work with their design problems. This paper is a self contained state-of-the-art report on the physics, the models, the numerical methods and the algorithms used in interactive rigid body simulation all of which have evolved and matured over the past 20 years. Furthermore, the paper communicates the mathematical and theoretical details in a pedagogical manner. This paper is not only a stake in the sand on what has been done, it also seeks to give the reader deeper insights to help guide their future research.Item Advanced Hybrid Particle-Grid Method with Sub-Grid Particle Correction(The Eurographics Association and John Wiley and Sons Ltd., 2014) Um, Kiwon; Baek, Seungho; Han, JungHyun; J. Keyser, Y. J. Kim, and P. WonkaThis paper proposes a novel hybrid particle-grid approach to liquid simulation, which uses the fluid-implicitparticle (FLIP) method to resolve the liquid motion and a grid-based particle correction method to complement FLIP. The correction process addresses the high-frequency errors in FLIP ensuring that the particles are properly distributed. The proposed approach enables the corrective procedure to avoid directly processing the particle relationships and supports flexible corrective forces. The proposed technique effectively and efficiently improves the distribution of the particles and therefore enhances the overall simulation quality. The experimental results confirm that the technique is able to conserve the liquid volume and to produce dynamic surface motions, thin liquid sheets, and smooth surfaces without disturbing artifacts such as bumpy noise.Item Accurate and Efficient Lighting for Skinned Models(The Eurographics Association and John Wiley and Sons Ltd., 2014) Tarini, Marco; Panozzo, Daniele; Sorkine-Hornung, Olga; B. Levy and J. KautzIn the context of real-time, GPU-based rendering of animated skinned meshes, we propose a new algorithm to compute surface normals with minimal overhead both in terms of the memory footprint and the required per-vertex operations. By accounting for the variation of the skinning weights over the surface, we achieve a higher visual quality compared to the standard approximation ubiquitously used in video-game engines and other real-time applications. Our method supports Linear Blend Skinning and Dual Quaternion Skinning. We demonstrate the advantages of our technique on a variety of datasets and provide a complete open-source implementation, including GLSL shaders.Item A Data-Driven Framework for Visual Crowd Analysis(The Eurographics Association and John Wiley and Sons Ltd., 2014) Charalambous, Panayiotis; Karamouzas, Ioannis; Guy, Stephen J.; Chrysanthou, Yiorgos; J. Keyser, Y. J. Kim, and P. WonkaWe present a novel approach for analyzing the quality of multi-agent crowd simulation algorithms. Our approach is data-driven, taking as input a set of user-defined metrics and reference training data, either synthetic or from video footage of real crowds. Given a simulation, we formulate the crowd analysis problem as an anomaly detection problem and exploit state-of-the-art outlier detection algorithms to address it. To that end, we introduce a new framework for the visual analysis of crowd simulations. Our framework allows us to capture potentially erroneous behaviors on a per-agent basis either by automatically detecting outliers based on individual evaluation metrics or by accounting for multiple evaluation criteria in a principled fashion using Principle Component Analysis and the notion of Pareto Optimality. We discuss optimizations necessary to allow real-time performance on large datasets and demonstrate the applicability of our framework through the analysis of simulations created by several widely-used methods, including a simulation from a commercial game.Item Visual-interactive Exploration of Interesting Multivariate Relations in Mixed Research Data Sets(The Eurographics Association and John Wiley and Sons Ltd., 2014) Bernard, Jürgen; Steiger, Martin; Widmer, Sven; Lücke-Tieke, Hendrik; May, Thorsten; Kohlhammer, Jörn; H. Carr, P. Rheingans, and H. SchumannThe analysis of research data plays a key role in data-driven areas of science. Varieties of mixed research data sets exist and scientists aim to derive or validate hypotheses to find undiscovered knowledge. Many analysis techniques identify relations of an entire dataset only. This may level the characteristic behavior of different subgroups in the data. Like automatic subspace clustering, we aim at identifying interesting subgroups and attribute sets. We present a visual-interactive system that supports scientists to explore interesting relations between aggregated bins of multivariate attributes in mixed data sets. The abstraction of data to bins enables the application of statistical dependency tests as the measure of interestingness. An overview matrix view shows all attributes, ranked with respect to the interestingness of bins. Complementary, a node-link view reveals multivariate bin relations by positioning dependent bins close to each other. The system supports information drill-down based on both expert knowledge and algorithmic support. Finally, visual-interactive subset clustering assigns multivariate bin relations to groups. A list-based cluster result representation enables the scientist to communicate multivariate findings at a glance. We demonstrate the applicability of the system with two case studies from the earth observation domain and the prostate cancer research domain. In both cases, the system enabled us to identify the most interesting multivariate bin relations, to validate already published results, and, moreover, to discover unexpected relations.Item Symmetry-Aware Template Deformation and Fitting(The Eurographics Association and John Wiley and Sons Ltd., 2014) Kurz, C.; Wu, X.; Wand, M.; Thormählen, T.; Kohli, P.; Seidel, H.-P.; Oliver Deussen and Hao (Richard) ZhangIn this paper, we propose a new method for reconstructing 3D models from a noisy and incomplete 3D scan and a coarse template model. The main idea is to maintain characteristic high-level features of the template that remain unchanged for different variants of the same type of object. As invariants, we chose the partial symmetry structure of the template model under Euclidian transformations, i.e. we maintain the algebraic structure of all reflections, rotations and translations that map the object partially to itself. We propose an optimization scheme that maintains continuous and discrete symmetry properties of this kind while registering a template against scan data using a deformable iterative closest points (ICP) framework with thin-plate-spline regularization. We apply our new deformation approach to a large number of example data sets and demonstrate that symmetry-guided template matching often yields much more plausible reconstructions than previous variants of ICP.In this paper, we propose a new method for reconstructing 3D models from a noisy and incomplete 3D scan and a coarse template model. The main idea is to maintain characteristic high-level features of the template that remain unchanged for different variants of the same type of object. As invariants, we chose the partial symmetry structure of the template model under Euclidean transformations, i.e., we maintain the algebraic structure of all reflections, rotations, and translations that map the object partially to itself.Item Optimizing Stereo-to-Multiview Conversion for Autostereoscopic Displays(The Eurographics Association and John Wiley and Sons Ltd., 2014) Chapiro, Alexandre; Heinzle, Simon; Aydin, Tunç Ozan; Poulakos, Steven; Zwicker, Matthias; Smolic, Aljosa; Gross, Markus; B. Levy and J. KautzWe present a novel stereo-to-multiview video conversion method for glasses-free multiview displays. Different from previous stereo-to-multiview approaches, our mapping algorithm utilizes the limited depth range of autostereoscopic displays optimally and strives to preserve the scene s artistic composition and perceived depth even under strong depth compression. We first present an investigation of how perceived image quality relates to spatial frequency and disparity. The outcome of this study is utilized in a two-step mapping algorithm, where we (i) compress the scene depth using a non-linear global function to the depth range of an autostereoscopic display, and (ii) enhance the depth gradients of salient objects to restore the perceived depth and salient scene structure. Finally, an adapted image domain warping algorithm is proposed to generate the multiview output, which enables overall disparity range extension.Item Interactive Motion Mapping for Real-time Character Control(The Eurographics Association and John Wiley and Sons Ltd., 2014) Rhodin, Helge; Tompkin, James; Kim, Kwang In; Varanasi, Kiran; Seidel, Hans-Peter; Theobalt, Christian; B. Levy and J. KautzAbstract It is now possible to capture the 3D motion of the human body on consumer hardware and to puppet in real time skeleton-based virtual characters. However, many characters do not have humanoid skeletons. Characters such as spiders and caterpillars do not have boned skeletons at all, and these characters have very different shapes and motions. In general, character control under arbitrary shape and motion transformations is unsolved - how might these motions be mapped? We control characters with a method which avoids the rigging-skinning pipeline - source and target characters do not have skeletons or rigs. We use interactively-defined sparse pose correspondences to learn a mapping between arbitrary 3D point source sequences and mesh target sequences. Then, we puppet the target character in real time. We demonstrate the versatility of our method through results on diverse virtual characters with different input motion controllers. Our method provides a fast, flexible, and intuitive interface for arbitrary motion mapping which provides new ways to control characters for real-time animation.Item Coded Exposure HDR Light-Field Video Recording(The Eurographics Association and John Wiley and Sons Ltd., 2014) Schedl, David C.; Birklbauer, Clemens; Bimber, Oliver; B. Levy and J. KautzCapturing exposure sequences to compute high dynamic range (HDR) images causes motion blur in cases of camera movement. This also applies to light-field cameras: frames rendered from multiple blurred HDR lightfield perspectives are also blurred. While the recording times of exposure sequences cannot be reduced for a single-sensor camera, we demonstrate how this can be achieved for a camera array. Thus, we decrease capturing time and reduce motion blur for HDR light-field video recording. Applying a spatio-temporal exposure pattern while capturing frames with a camera array reduces the overall recording time and enables the estimation of camera movement within one light-field video frame. By estimating depth maps and local point spread functions (PSFs) from multiple perspectives with the same exposure, regional motion deblurring can be supported. Missing exposures at various perspectives are then interpolated.Item Anisotropic Geodesics for Live-wire Mesh Segmentation(The Eurographics Association and John Wiley and Sons Ltd., 2014) Zhuang, Yixin; Zou, Ming; Carr, Nathan; Ju, Tao; J. Keyser, Y. J. Kim, and P. WonkaWe present an interactive method for mesh segmentation that is inspired by the classical live-wire interaction for image segmentation. The core contribution of the work is the definition and computation of wires on surfaces that are likely to lie at segment boundaries. We define wires as geodesics in a new tensor-based anisotropic metric, which improves upon previous metrics in stability and feature-awareness. We further introduce a simple but effective mesh embedding approach that allows geodesic paths in an anisotropic path to be computed efficiently using existing algorithms designed for Euclidean geodesics. Our tool is particularly suited for delineating segmentation boundaries that are aligned with features or curvature directions, and we demonstrate its use in creating artist-guided segmentations.Item Papilio: Visualizing Android Application Permissions(The Eurographics Association and John Wiley and Sons Ltd., 2014) Loorak, Mona Hosseinkhani; Fong, Philip W. L.; Carpendale, Sheelagh; H. Carr, P. Rheingans, and H. SchumannWe introduce Papilio, a new visualization technique for visualizing permissions of real-world Android applications. We explore the development of layouts that exploit the directed acyclic nature of Android application permission data to develop a new explicit layout technique that incorporates aspects of set membership, node-link diagrams and matrix layouts. By grouping applications based on sets of requested permissions, a structure can be formed with partially ordered relations. The Papilio layout shows sets of applications centrally, the relations among applications on one side and application permissions, as the reason behind the existence of the partial order, on the other side. Using Papilio to explore a set of Android applications as a case study has led to new security findings regarding permission usage by Android applicationsItem Out-of-Core Construction of Sparse Voxel Octrees(The Eurographics Association and John Wiley and Sons Ltd., 2014) Baert, J.; Lagae, A.; Dutré, Ph.; Oliver Deussen and Hao (Richard) ZhangVoxel-based rendering has recently received significant attention due to its potential in the context of efficiently rendering massively large and highly detailed scenes. Unfortunately, few scenes are available in the form of sparse voxel octrees. In this paper, we present an out-of-core algorithm for constructing a sparse voxel octree from a triangle mesh. Our algorithm allows the input triangle mesh, the output sparse voxel octree and, most importantly, the intermediate high-resolution 3D voxel grid, to be larger than available memory. We demonstrate that our out-of-core algorithm can construct sparse voxel octrees from triangle meshes using only a fraction of the memory required by an in-core algorithm in roughly the same time, and that our out-of-core algorithm can also handle extremely large triangle meshes.We present an out-of-core algorithm for constructing a sparse voxel octree from a triangle mesh. Our out-of-core algorithm can construct sparse voxel octrees from triangle meshes using only a fraction of the memory required by an in-core algorithm in roughly the same time, and our out-of-core algorithm can also handle extremely large triangle meshes