EG2018
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Item Iterative Carving for Self-supporting 3D Printed Cavities(The Eurographics Association, 2018) Hornus, Samuel; Lefebvre, Sylvain; Diamanti, Olga and Vaxman, AmirAdditive manufacturing technologies fabricate objects layer by layer, adding material on top of already solidified layers. A key challenge is to ensure that there is always material below, for otherwise added material simply falls under the effect of gravity. This is a critical issue with most technologies, and with fused filament in particular. In this work we investigate how to compute as large as possible empty cavities which boundaries are self-supporting. Our technique is based on an iterated carving algorithm, that is fast to compute and produces nested sets of inner walls. The walls have exactly the minimal printable thickness of the manufacturing process everywhere. Remarkably, our technique is out-of-core, sweeping through the model from the top down. Using our approach, we can print large objects using as little as a single filament thickness for the boundary, providing one order of magnitude reduction in print time and material use while guaranteeing printability.Item Human Sensitivity to Light Zones in Virtual Scenes(The Eurographics Association, 2018) Kartashova, Tatiana; Ridder, Huib de; Pas, Susan F. te; Pont, Sylvia C.; Jain, Eakta and Kosinka, JiríWe investigated perception of light properties in scenes containing volumes with dramatically different light properties (direction, intensity, diffuseness). Each scene had two light zones, defined as distinct spatial groupings of lighting variables significant to the space- and form-giving characteristics of light [Mad07]. The results show that human observers are more sensitive to differences in illumination between two parts of a scene when the differences occur in the picture plane than in depth of the scene. We discuss implications for and possible applications of our results in computer graphics.Item On the Pedagogy of Teaching Introductory Computer Graphics without Rendering APIs(The Eurographics Association, 2018) Chen, Minsi; Xu, Zhijie; Rippin, Wayne; Post, Frits and Žára, JiríTeaching modern computer graphics programming has become increasingly challenging due to the advancement in the granularity of application programming interfaces (APIs). In this paper, we put forward a discussion on the pedagogical value of implementing a software rasteriser prior to tackling the issues of learning modern graphics APIs and shader programming. An API-free approach to teaching introductory computer graphics along with its assessment strategy are presented. Our observation found that students were more effective and confident in learning and using modern rendering APIs when subsequently studying advanced real-time graphics.Item EUROGRAPHICS 2018: Posters Frontmatter(Eurographics Association, 2018) Jain, Eakta; Kosinka, Jirí; Jain, Eakta; Kosinka, JiríItem Teaching Image-Processing Programming for Mobile Devices: A Software Development Perspective(The Eurographics Association, 2018) Trapp, Matthias; Pasewaldt, Sebastian; Dürschmid, Tobias; Semmo, Amir; Döllner, Jürgen; Post, Frits and Žára, JiríIn this paper we present a concept of a research course that teaches students in image processing as a building block of mobile applications. Our goal with this course is to teach theoretical foundations, practical skills in software development as well as scientific working principles to qualify graduates to start as fully-valued software developers or researchers. The course includes teaching and learning focused on the nature of small team research and development as encountered in the creative industries dealing with computer graphics, computer animation and game development. We discuss our curriculum design and issues in conducting undergraduate and graduate research that we have identified through four iterations of the course. Joint scientific demonstrations and publications of the students and their supervisors as well as quantitative and qualitative evaluation by students underline the success of the proposed concept. In particular, we observed that developing using a common software framework helps the students to jump start their course projects, while industry software processes such as branching coupled with a three-tier breakdown of project features helps them to structure and assess their progress.Item Recent Advances in Projection Mapping Algorithms, Hardware and Applications(The Eurographics Association and John Wiley & Sons Ltd., 2018) Grundhöfer, Anselm; Iwai, Daisuke; Hildebrandt, Klaus and Theobalt, ChristianThis State-of-the-Art-Report covers the recent advances in research fields related to projection mapping applications. We summarize the novel enhancements to simplify the 3D geometric calibration task, which can now be reliably carried out either interactively or automatically using self-calibration methods. Furthermore, improvements regarding radiometric calibration and compensation as well as the neutralization of global illumination effects are summarized. We then introduce computational display approaches to overcome technical limitations of current projection hardware in terms of dynamic range, refresh rate, spatial resolution, depth-of-field, view dependency, and color space. These technologies contribute towards creating new application domains related to projection-based spatial augmentations. We summarize these emerging applications, and discuss new directions for industries.Item Introducing a Modular Concept for Exchanging Character Animation Approaches(The Eurographics Association, 2018) Gaisbauer, Felix; Agethen, Philipp; Bär, Thomas; Rukzio, Enrico; Jain, Eakta and Kosinka, JiríNowadays, motion synthesis and character animation systems are used in different domains ranging from gaming to medicine and production industries. In recent years, there has been a vast progress in terms of realistic character animation. In this context, motion-capture based animation systems are frequently used to generate natural motions. Other approaches use physics based simulation, statistical models or machine learning methods to generate realistic motions. These approaches are however tightly coupled with the development environment, thus inducing high porting efforts if being incorporated into different platforms. Currently, no standard exists which allows to exchange complex character animation approaches. A comprehensive simulation of complex scenarios utilizing these heterogeneous approaches is therefore not possible, yet. In a different domain than motion, the Functional Mock-up Interface standard has already solved this problem. Initially being tailored to industrial needs, the standards allows to exchange dynamic simulation approaches such as solvers for mechatronic components. We present a novel concept, extending this standard to couple arbitrary character animation approaches using a common interface.Item EUROGRAPHICS 2018: Short Papers Frontmatter(Eurographics Association, 2018) Diamanti, Olga; Vaxman, Amir; Diamanti, Olga; Vaxman, AmirItem Light Field Synthesis from a Single Image using Improved Wasserstein Generative Adversarial Network(The Eurographics Association, 2018) Ruan, Lingyan; Chen, Bin; Lam, Miu Ling; Jain, Eakta and Kosinka, JiríWe present a deep learning-based method to synthesize a 4D light field from a single 2D RGB image. We consider the light field synthesis problem equivalent to image super-resolution, and solve it by using the improved Wasserstein Generative Adversarial Network with gradient penalty (WGAN-GP). Experimental results demonstrate that our algorithm can predict complex occlusions and relative depths in challenging scenes. The light fields synthesized by our method has much higher signal-to-noise ratio and structural similarity than the state-of-the-art approach.Item GL-Socket: A CG Plugin-based Framework for Teaching and Assessment(The Eurographics Association, 2018) Andujar, Carlos; Chica, Antonio; Fairén, Marta; Vinacua, Alvar; Post, Frits and Žára, JiríIn this paper we describe a plugin-based C++ framework for teaching OpenGL and GLSL in introductory Computer Graphics courses. The main strength of the framework architecture is that student assignments are mostly independent and thus can be completed, tested and evaluated in any order. When students complete a task, the plugin interface forces a clear separation of initialization, interaction and drawing code, which in turn facilitates code reusability. Plugin code can access scene, camera, and OpenGL window methods through a simple API. The plugin interface is flexible enough to allow students to complete tasks requiring shader development, object drawing, and multiple rendering passes. Students are provided with sample plugins with basic scene drawing and camera control features. One of the plugins that the students receive contains a shader development framework with self-assessment features. We describe the lessons learned after using the tool for four years in a Computer Graphics course involving more than one hundred Computer Science students per year.Item Incorporating Visualization Research in Introductory Programming Course: Case Studies(The Eurographics Association, 2018) Kim, Sunghee; Post, Frits and Žára, JiríThe importance of early research experience for undergraduate students has been stressed time and time again. This paper presents three case studies in which non-CS major students could gain a visualization research experience in their first programming course. In all case studies, students were given real climate data to visualize. In the first case study, students visualized spatial correlation between two variables (weather conditions) on a map so that viewers could infer areas in which the two variables were highly correlated in a positive or negative way, or areas with little to no correlation. In the second and third case studies, students generated single variable visualization and multidimensional visualization of two or four variables. In each of the three case studies the students were led through the process of understanding data, exploring different representations, and designing and implementing an agreed-upon visual representation. Increased number of students decided to take the next course in Computer Science compared to previous years without a research project. Feedback from the students suggests that they enjoyed using data they could understand and found the process and the final product rewarding and applicable to projects in their major and courses.Item Deep Learning for Graphics(The Eurographics Association, 2018) Mitra, Niloy J.; Ritschel, Tobias; Kokkinos, Iasonas; Guerrero, Paul; Kim, Vladimir; Rematas, Konstantinos; Yumer, Ersin; Ritschel, Tobias and Telea, AlexandruIn computer graphics, many traditional problems are now better handled by deep-learning based data-driven methods. In applications that operate on regular 2D domains, like image processing and computational photography, deep networks are state-of-the-art, beating dedicated hand-crafted methods by significant margins. More recently, other domains such as geometry processing, animation, video processing, and physical simulations have benefited from deep learning methods as well. The massive volume of research that has emerged in just a few years is often difficult to grasp for researchers new to this area. This tutorial gives an organized overview of core theory, practice, and graphics-related applications of deep learning.Item RIFNOM: 3D Rotation-Invariant Features on Normal Maps(The Eurographics Association, 2018) Nakamura, Akihiro; Miyashita, Leo; Watanabe, Yoshihiro; Ishikawa, Masatoshi; Jain, Eakta and Kosinka, JiríThis paper presents 3D rotation-invariant features on normal maps: RIFNOM.We assign a local coordinate system (CS) to each pixel by using neighbor normals to extract the 3D rotation-invariant features. These features can be used to perform interest point matching between normal maps. We can estimate 3D rotations between corresponding interest points by comparing local CSs. Experiments with normal maps of a rigid object showed the performance of the proposed method in estimating 3D rotations. We also applied the proposed method to a non-rigid object. By estimating 3D rotations between corresponding interest points, we successfully detected deformation of the object.Item Growing Circles: A Region Growing Algorithm for Unstructured Grids and Non-aligned Boundaries(The Eurographics Association, 2018) Dabbaghchian, Saeed; Jain, Eakta and Kosinka, JiríDetecting the boundaries of an enclosed region is a problem which arises in some applications such as the human upper airway modeling. Using of standard algorithms fails because of the inevitable errors, i.e. gaps and overlaps between the surrounding boundaries. Growing circles is an automatic approach to address this problem. A circle is centered inside the region and starts to grow by increasing its radius. Its growth is limited either by the surrounding boundaries or by reaching its maximum radius. To deal with complex shapes, many circles are used in which each circle partially reconstructs the region, and the whole region is determined by the union of these partial regions. The center of the circles and their maximum radius are calculated adaptively. It is similar to the region growing algorithm which is widely used in image processing applications. However, it works for unstructured grids as well as Cartesian ones. As an application of the method, it is applied to detect the boundaries of the upper airway cross-sections.Item Halftone Pattern: A New Steganographic Approach(The Eurographics Association, 2018) Cruz, Leandro; Patrão, Bruno; Gonçalves, Nuno; Diamanti, Olga and Vaxman, AmirIn general, an image is worth a thousand words, but sometimes, words are the most efficient tool to communicate some information. Thereupon, in this work, we will present an approach for combining the visual appeal of images with the communication power of words. Our method is a steganographic technique to hide a textual information into an image. It is inspired by the use of dithering to create halftone images. It begins from a base image and creates the coded image by associating each base image pixel to a set of two-colors pixels (halftone) forming an appropriate pattern. The coded image is a machine readable information, with good aesthetic, secure and containing data redundancy and compression. Thus, it can be used in a variety of applications.Item State of the Art on 3D Reconstruction with RGB-D Cameras(The Eurographics Association and John Wiley & Sons Ltd., 2018) Zollhöfer, Michael; Stotko, Patrick; Görlitz, Andreas; Theobalt, Christian; Nießner, Matthias; Klein, Reinhard; Kolb, Andreas; Hildebrandt, Klaus and Theobalt, ChristianThe advent of affordable consumer grade RGB-D cameras has brought about a profound advancement of visual scene reconstruction methods. Both computer graphics and computer vision researchers spend significant effort to develop entirely new algorithms to capture comprehensive shape models of static and dynamic scenes with RGB-D cameras. This led to significant advances of the state of the art along several dimensions. Some methods achieve very high reconstruction detail, despite limited sensor resolution. Others even achieve real-time performance, yet possibly at lower quality. New concepts were developed to capture scenes at larger spatial and temporal extent. Other recent algorithms flank shape reconstruction with concurrent material and lighting estimation, even in general scenes and unconstrained conditions. In this state-of-the-art report, we analyze these recent developments in RGB-D scene reconstruction in detail and review essential related work. We explain, compare, and critically analyze the common underlying algorithmic concepts that enabled these recent advancements. Furthermore, we show how algorithms are designed to best exploit the benefits of RGB-D data while suppressing their often non-trivial data distortions. In addition, this report identifies and discusses important open research questions and suggests relevant directions for future work.Item EUROGRAPHICS 2018: Tutorials Frontmatter(Eurographics Association, 2018) Ritschel, Tobias; Telea, Alexandru; Ritschel, Tobias; Telea, AlexandruItem Exemplar Based Filtering of 2.5D Meshes of Faces(The Eurographics Association, 2018) Dihl, Leandro; Cruz, Leandro; Gonçalves, Nuno; Jain, Eakta and Kosinka, JiríIn this work, we present a content-aware filtering for 2.5D meshes of faces. We propose an exemplar-based filter that corrects each point of a given mesh through local model-exemplar neighborhood comparison. We take advantage of prior knowledge of the models (faces) to improve the comparison. We first detect facial feature points, and create the point correctors for regions of each feature, and only use the correspondent regions for correcting a point of the filtered mesh.Item Creating New Chinese Fonts based on Manifold Learning and Adversarial Networks(The Eurographics Association, 2018) Guo, Yuan; Lian, Zhouhui; Tang, Yingmin; Xiao, Jianguo; Diamanti, Olga and Vaxman, AmirThe design of fonts, especially Chinese fonts, is known as a tough task that requires considerable time and professional skills. In this paper, we propose a method to easily generate Chinese font libraries in new styles based on manifold learning and adversarial networks. Starting from a number of existing fonts that cover various styles, we firstly use convolutional neural networks to obtain the representation features of these fonts, and then build a font manifold via non-linear mapping. Using the font manifold, we can interpolate and move between those existing fonts to get new font features, which are then fed into a generative network learned via adversarial training to generate the whole new font libraries. Experimental results demonstrate that high-quality Chinese fonts in various new styles against existing ones can be efficiently generated using our method.Item A Drink in Mars: an Approach to Distributed Reality(The Eurographics Association, 2018) Perez, Pablo; Gonzalez-Sosa, Ester; Kachach, Redouane; Ruiz, Jaime Jesus; Villegas, Alvaro; Jain, Eakta and Kosinka, JiríWe have developed A Drink in Mars application as a proof of concept of Distributed Reality, a particularisation of Mixed Reality which combines a reality transmitted from a remote place (e.g. live immersive video stream from Mars) with user interaction with the local reality (e.g. drink their favourite beverage). The application shows acceptable immersion and local interactivity. It runs on Samsung GearVR and needs no special green room for chroma keying, thus being suitable to test different use cases.
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