EG2020
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Item Conservative Ray Batching using Geometry Proxies(The Eurographics Association, 2020) Molenaar, Mathijs; Eisemann, Elmar; Wilkie, Alexander and Banterle, FrancescoWe present a method for improving batched ray traversal as was presented by Pharr et al. [PKGH97]. We propose to use conservative proxy geometry to more accurately determine whether a ray has a possibility of hitting any geometry that is stored on disk. This prevents unnecessary disk loads and thus reduces the disk bandwidth.Item Visualization for Data Scientists: How specific is it?(The Eurographics Association, 2020) Santos, Beatriz Sousa; Perer, Adam; Romero, Mario and Sousa Santos, BeatriceData Science has been widely used to support activities in diverse domains as Science, Health, Business, and Sports, to name just a few. Theory and practice have been evolving rapidly, and Data Scientist is currently a position much in demand in the job market. All this creates vast research opportunities, as well as the necessity to better understand how to prepare people as researchers and professionals having the background and skills to keep active in a difficult to anticipate future. While there are courses on Data and Information Visualization described in the literature, as well as recommendations by the SIGGRAPH Education Committee, they do not concern Data Science Programs and thus may not be entirely adequate to this type of Program. Besides the general concepts and methods usually addressed, a Visualization course tailored for this particular audience should probably emphasize specific techniques, tools, and examples of using Visualization in several phases along the Data Science process; moreover, it is reasonable to expect that new approaches, useful in practice, will be proposed by the Visualization research community that should be addressed in such a course. Likewise, the bibliography and teaching methods could probably be adapted. We have analyzed over forty MSc Data Science programs offered in English worldwide, and the Visualization courses most of them include, and we argue that there is a need to adapt existing recommendations and create guidelines for these courses. This panel intends to debate this topic and identify issues that need further reflection.Item State-of-the-art in Automatic 3D Reconstruction of Structured Indoor Environments(The Eurographics Association and John Wiley & Sons Ltd., 2020) Pintore, Giovanni; Mura, Claudio; Ganovelli, Fabio; Fuentes-Perez, Lizeth Joseline; Pajarola, Renato; Gobbetti, Enrico; Mantiuk, Rafal and Sundstedt, VeronicaCreating high-level structured 3D models of real-world indoor scenes from captured data is a fundamental task which has important applications in many fields. Given the complexity and variability of interior environments and the need to cope with noisy and partial captured data, many open research problems remain, despite the substantial progress made in the past decade. In this survey, we provide an up-to-date integrative view of the field, bridging complementary views coming from computer graphics and computer vision. After providing a characterization of input sources, we define the structure of output models and the priors exploited to bridge the gap between imperfect sources and desired output. We then identify and discuss the main components of a structured reconstruction pipeline, and review how they are combined in scalable solutions working at the building level. We finally point out relevant research issues and analyze research trends.Item Accelerated Foveated Rendering based on Adaptive Tessellation(The Eurographics Association, 2020) Tiwary, Ankur; Ramanathan, Muthuganapathy; Kosinka, Jiri; Wilkie, Alexander and Banterle, FrancescoWe propose an optimization method for adaptive geometric tessellation, involving the saccadic motion of the human eye and foveated rendering. Increased demands on computational resources, especially in the field of head-mounted devices with gaze contingency make optimization schemes pertinent for a seamless user experience. For implementing foveated rendering, our algorithm tessellates a 3D model in real-time based on the location of the user's gaze, substituted with a mouse cursor in this project as a proof of concept. Saccades and fixations of the human eye are simulated by delaying the process of tessellation and rendering by the minimum time taken to complete a saccade. Calculations required for tessellation and rendering the changes on the screen are stalled as and when the eye fixates after a saccade. The paper walks through our contribution by describing the theory, the application method, and results from our user study evaluating our method.Item Controllable Caustic Animation Using Vector Fields(The Eurographics Association, 2020) Rojo, Irene Baeza; Gross, Markus; Günther, Tobias; Wilkie, Alexander and Banterle, FrancescoIn movie production, lighting is commonly used to redirect attention or to set the mood in a scene. The detailed editing of complex lighting phenomena, however, is as tedious as it is important, especially with dynamic lights or when light is a relevant story element. In this paper, we propose a new method to create caustic animations, which are controllable through constraints drawn by the user. Our method blends caustics into a specified target image by treating photons as particles that move in a divergence-free fluid, an irrotational vector field or a linear combination of the two. Once described as a flow, additional user constraints are easily added, e.g., to direct the flow, create boundaries or add synthetic turbulence, which offers new ways to redirect and control light. The corresponding vector field is computed by fitting a stream function and a scalar potential per time step, for which constraints are described in a quadratic energy that we minimize as a linear least squares problem. Finally, photons are placed at their new positions back into the scene and are rendered with progressive photon mapping.Item Fabric Appearance Benchmark(The Eurographics Association, 2020) Merzbach, Sebastian; Klein, Reinhard; Ritschel, Tobias and Eilertsen, GabrielAppearance modeling is a difficult problem that still receives considerable attention from the graphics and vision communities. Though recent years have brought a growing number of high-quality material databases that have sparked new research, there is a general lack of evaluation benchmarks for performance assessment and fair comparisons between competing works. We therefore release a new dataset and pose a public challenge that will enable standardized evaluations. For this we measured 56 fabric samples with a commercial appearance scanner. We publish the resulting calibrated HDR images, along with baseline SVBRDF fits. The challenge is to recreate, under known light and view sampling, the appearance of a subset of unseen images. User submissions will be automatically evaluated and ranked by a set of standard image metrics.Item A Practical Male Hair Aging Model(The Eurographics Association, 2020) Volkmann, Diego V.; Walter, Marcelo; Wilkie, Alexander and Banterle, FrancescoThe modeling and rendering of hair in Computer Graphics have seen much progress in the last few years. However, modeling and rendering hair aging, visually seen as the loss of pigments, have not attracted the same attention. We introduce in this paper a biologically inspired hair aging system with two main parts: greying of individual hairs, and time evolution of greying over the scalp. The greying of individual hairs is based on current knowledge about melanin loss, whereas the evolution on the scalp is modeled by segmenting the scalp in regions and defining distinct time frames for greying to occur. Our experimental visual results present plausible results despite the relatively simple model. We validate the results by presenting side by side our results with real pictures of men at different ages.Item Streamlining Photogrammetry Reconstructions of Bone Fragments for Bioarchaeological Analysis, Conservation, and Public Engagement(The Eurographics Association, 2020) Redford, Adam; Mikulski, Richard; Anderson, Eike Falk; Ritschel, Tobias and Eilertsen, GabrielWe present a streamlined workflow for the 3D reconstruction of skeletal fragments, suitable for bioarchaeological analysis as well as public engagement and based on practices and applications from the feature film visual effects industry. Using a lowcost single-camera photogrammetry rig for close range photogrammetry and processing the results using standard 3D asset creation software from the visual effects industry, the resulting 3D models achieve a resolution that is sufficient for the clear representation of bone elements and any gross changes affecting them, such as severe trauma.Item Adversarial Generation of Continuous Implicit Shape Representations(The Eurographics Association, 2020) Kleineberg, Marian; Fey, Matthias; Weichert, Frank; Wilkie, Alexander and Banterle, FrancescoThis work presents a generative adversarial architecture for generating three-dimensional shapes based on signed distance representations. While the deep generation of shapes has been mostly tackled by voxel and surface point cloud approaches, our generator learns to approximate the signed distance for any point in space given prior latent information. Although structurally similar to generative point cloud approaches, this formulation can be evaluated with arbitrary point density during inference, leading to fine-grained details in generated outputs. Furthermore, we study the effects of using either progressively growing voxel- or point-processing networks as discriminators, and propose a refinement scheme to strengthen the generator's capabilities in modeling the zero iso-surface decision boundary of shapes. We train our approach on the SHAPENET benchmark dataset and validate, both quantitatively and qualitatively, its performance in generating realistic 3D shapes.Item Learning Body Shape and Pose from Dense Correspondences(The Eurographics Association, 2020) Yoshiyasu, Yusuke; Gamez, Lucas; Wilkie, Alexander and Banterle, FrancescoIn this paper, we address the problem of learning 3D human pose and body shape from 2D image dataset, without having to use 3D supervisions (body shape and pose) which are in practice difficult to obtain. The idea is to use dense correspondences between image points and a body surface, which can be annotated on in-the-wild 2D images, to extract, aggregate and learn 3D information such as body shape and pose from them. To do so, we propose a training strategy called "deform-and-learn" where we alternate deformable surface registration and training of deep convolutional neural networks (ConvNets). Experimental results showed that our method is comparable to previous semi-supervised techniques that use 3D supervision.Item Organic Narrative Charts(The Eurographics Association, 2020) Bolte, Fabian; Bruckner, Stefan; Wilkie, Alexander and Banterle, FrancescoStoryline visualizations display the interactions of groups and entities and their development over time. Existing approaches have successfully adopted the general layout from hand-drawn illustrations to automatically create similar depictions. Ward Shelley is the author of several diagrammatic paintings that show the timeline of art-related subjects, such as Downtown Body, a history of art scenes. His drawings include many stylistic elements that are not covered by existing storyline visualizations, like links between entities, splits and merges of streams, and tags or labels to describe the individual elements. We present a visualization method that provides a visual mapping for the complex relationships in the data, creates a layout for their display, and adopts a similar styling of elements to imitate the artistic appeal of such illustrations.We compare our results to the original drawings and provide an open-source authoring tool prototype.Item Deep-Eyes: Fully Automatic Anime Character Colorization with Painting of Details on Empty Pupils(The Eurographics Association, 2020) Akita, Kenta; Morimoto, Yuki; Tsuruno, Reiji; Wilkie, Alexander and Banterle, FrancescoMany studies have recently applied deep learning to the automatic colorization of line drawings. However, it is difficult to paint empty pupils using existing methods because the networks are trained with pupils that have edges, which are generated from color images using image processing. Most actual line drawings have empty pupils that artists must paint in. In this paper, we propose a novel network model that transfers the pupil details in a reference color image to input line drawings with empty pupils. We also propose a method for accurately and automatically coloring eyes. In this method, eye patches are extracted from a reference color image and automatically added to an input line drawing as color hints using our eye position estimation network.Item An End-to-end Framework for 3D Capture and Human Digitization with a Single RGB Camera(The Eurographics Association, 2020) Silva, Luiz José Schirmer; Silva, Djalma S. da; Velho, Luiz; Lopes, Hélio; Ritschel, Tobias and Eilertsen, GabrielWe present a low cost and accessible end-to-end framework for 3D modeling and texture capture of Humans using deep neural networks and a single RGB camera. We generate a texture atlas considering a set of multi-view images. We also capture data to generate 3D shape models and finally combine it with the generated textures to obtain a full 3D reconstruction of the human body that can be used in a game engine.Item Black Box Geometric Computing with Python: From Theory to Practice(The Eurographics Association, 2020) Koch, Sebastian; Schneider, Teseo; Li, Chengchen; Panozzo, Daniele; Fjeld, Morten and Frisvad, Jeppe RevallThe first part of the course is theoretical, and introduces the finite element method trough interactive Jupyter notebooks. It also covers recent advancements toward an integrated pipeline, considering meshing and element design as a single challenge, leading to a black box pipeline that can solve simulations on ten thousand in the wild meshes, without any parameter tuning. In the second part we will move to practice, introducing a set of easy-to-use Python packages for applications in geometric computing. The presentation will have the form of live coding in a Jupyter notebook. We have designed the presented libraries to have a shallow learning curve, while also enabling programmers to easily accomplish a wide variety of complex tasks. Furthermore, these libraries utilize NumPy arrays as a common interface, making them highly composable with each-other as well as existing scientific computing packages. Finally, our libraries are blazing fast, doing most of the heavy computations in C++ with a minimal constant-overhead interface to Python. In the course, we will present a set of real-world examples from geometry processing, physical simulation, and geometric deep learning. Each example is prototypical of a common task in research or industry and is implemented in a few lines of code. By the end of the course, attendees will have exposure to a swiss-army-knife of simple, composable, and high-performance tools for geometric computing.Item Integrating Local Collision Avoidance with Shortest Path Maps(The Eurographics Association, 2020) Sharma, Ritesh; Farias, Renato; Kallmann, Marcelo; Ritschel, Tobias and Eilertsen, GabrielThe effective integration of local collision avoidance with global path planning becomes a necessity when multi-agent systems need to be simulated in complex cluttered environments. This work presents our first results exploring the new approach of integrating Shortest Path Maps (SPMs) with local collision avoidance in order to provide optimal paths for agents to navigate around obstacles toward their goal locations. Our GPU-based SPM implementation is available.Item EUROGRAPHICS 2020: Short Papers Frontmatter(Eurographics Association, 2020) Wilkie, Alexander; Banterle, Francesco; Wilkie, Alexander and Banterle, FrancescoItem Pair Correlation Functions with Free-Form Boundaries for Distribution Inpainting and Decomposition(The Eurographics Association, 2020) Nicolet, Baptiste; Ecormier-Nocca, Pierre; Memari, Pooran; Cani, Marie-Paule; Wilkie, Alexander and Banterle, FrancescoPair Correlation Functions (PCF) have been recently spreading as a reliable representation for distributions, enabling the efficient synthesis of point-sets, vector textures and object placement from examples. In this work we introduce a triangulationbased local filtering method to extend PCF-based analysis to exemplars with free-form boundaries. This makes PCF applicable to new problems such as the inpainting of missing parts in an input distribution, or the decomposition of complex, non-homogeneous distributions into a set of coherent classes, in which each category of points can be studied together with their intra and inter-class correlations.Item Triplanar Displacement Mapping for Terrain Rendering(The Eurographics Association, 2020) Weiss, Sebastian; Bayer, Florian; Westermann, Rüdiger; Wilkie, Alexander and Banterle, FrancescoHeightmap-based terrain representations are common in computer games and simulations. However, adding geometric details to such a representation during rendering on the GPU is difficult to achieve. In this paper, we propose a combination of triplanar mapping, displacement mapping, and tessellation on the GPU, to create extruded geometry along steep faces of heightmap-based terrain fields on-the-fky during rendering. The method allows rendering geometric details such as overhangs and boulders, without explicit triangulation. We further demonstrate how to handle collisions and shadows for the enriched geometry.Item Recreating Past and Present: An Exceptional Student-Created Virtual Heritage Experience(The Eurographics Association, 2020) Anderson, Eike Falk; Sloan, Susan; Romero, Mario and Sousa Santos, BeatriceWe present an outstanding undergraduate student project in the form of a virtual heritage experience, created by a multidisciplinary group of six 4th semester undergraduate students from a range of computer graphics related programmes of study, ranging from 3D art and design to graphics software development. The "Exercise Smash" application allows participants to take part in a 1944 military exercise that was held in preparation of the D-Day landings in Normandy, during which several amphibious tanks sank, and then to dive down to the tank wrecks on the modern-day seafloor. The virtual heritage experience was presented during a public event at a military history museum and has also been demonstrated at an archaeology conference, being well-received in both cases.Item From Perception to Interaction with Virtual Characters(The Eurographics Association, 2020) Zell, Eduard; Zibrek, Katja; Pan, Xueni; Gillies, Marco; McDonnell, Rachel; Fjeld, Morten and Frisvad, Jeppe RevallThis course will introduce students, researchers and digital artists to the recent results in perceptual research on virtual characters. It covers how technical and artistic aspects that constitute the appearance of a virtual character influence human perception, and how to create a plausibility illusion in interactive scenarios with virtual characters. We will report results of studies that addressed the influence of low-level cues like facial proportions, shading or level of detail and higher-level cues such as behavior or artistic stylization. We will place emphasis on aspects that are encountered during character development, animation, interaction design and achieving consistency between the visuals and storytelling. We will close with the relationship between verbal and non-verbal interaction and introduce some concepts which are important for creating convincing character behavior in virtual reality. The insights that we present in this course will serve as an additional toolset to anticipate the effect of certain design decisions and to create more convincing characters, especially in the case where budgets or time are limited.
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