Volume 27 (2008)
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Item Photo-realistic Rendering of Metallic Car Paint from Image-Based Measurements(The Eurographics Association and Blackwell Publishing Ltd, 2008) Rump, Martin; Mueller, Gero; Sarlette, Ralf; Koch, Dirk; Klein, ReinhardState-of-the-art car paint shows not only interesting and subtle angular dependency but also significant spatial variation. Especially in sunlight these variations remain visible even for distances up to a few meters and give the coating a strong impression of depth which cannot be reproduced by a single BRDF model and the kind of procedural noise textures typically used. Instead of explicitly modeling the responsible effect particles we propose to use image-based reflectance measurements of real paint samples and represent their spatial varying part by Bidirectional Texture Functions (BTF). We use classical BRDF models like Cook-Torrance to represent the reflection behavior of the base paint and the highly specular finish and demonstrate how the parameters of these models can be derived from the BTF measurements. For rendering, the image-based spatially varying part is compressed and efficiently synthesized. This paper introduces the first hybrid analytical and image-based representation for car paint and enables the photo-realistic rendering of all significant effects of highly complex coatings.Item FromWeb Data to Visualization via Ontology Mapping(The Eurographics Association and Blackwell Publishing Ltd., 2008) Gilson, Owen; Silva, Nuno; Grant, Phil W.; Chen, Min; A. Vilanova, A. Telea, G. Scheuermann, and T. MoellerIn this paper, we propose a novel approach for automatic generation of visualizations from domain-specific data available on the web. We describe a general system pipeline that combines ontology mapping and probabilistic reasoning techniques. With this approach, a web page is first mapped to a Domain Ontology, which stores the semantics of a specific subject domain (e.g., music charts). The Domain Ontology is then mapped to one or more Visual Representation Ontologies, each of which captures the semantics of a visualization style (e.g., tree maps). To enable the mapping between these two ontologies, we establish a Semantic Bridging Ontology, which specifies the appropriateness of each semantic bridge. Finally each Visual Representation Ontology is mapped to a visualization using an external visualization toolkit. Using this approach, we have developed a prototype software tool, SemViz, as a realisation of this approach. By interfacing its Visual Representation Ontologies with public domain software such as ILOG Discovery and Prefuse, SemViz is able to generate appropriate visualizations automatically from a large collection of popular web pages for music charts without prior knowledge of these web pages.Item GPU-based Fast Ray Casting for a Large Number of Metaballs(The Eurographics Association and Blackwell Publishing Ltd, 2008) Kanamori, Yoshihiro; Szego, Zoltan; Nishita, TomoyukiMetaballs are implicit surfaces widely used to model curved objects, represented by the isosurface of a density field defined by a set of points. Recently, the results of particle-based simulations have been often visualized using a large number of metaballs, however, such visualizations have high rendering costs. In this paper we propose a fast technique for rendering metaballs on the GPU. Instead of using polygonization, the isosurface is directly evaluated in a per-pixel manner. For such evaluation, all metaballs contributing to the isosurface need to be extracted along each viewing ray, on the limited memory of GPUs. We handle this by keeping a list of metaballs contributing to the isosurface and efficiently update it. Our method neither requires expensive precomputation nor acceleration data structures often used in existing ray tracing techniques. With several optimizations, we can display a large number of moving metaballs quickly.Item Real-Time Translucent Rendering Using GPU-based Texture Space Importance Sampling(The Eurographics Association and Blackwell Publishing Ltd, 2008) Chang, Chih-Wen; Lin, Wen-Chieh; Ho, Tan-Chi; Huang, Tsung-Shian; Chuang, Jung-HongWe present a novel approach for real-time rendering of translucent surfaces. The computation of subsurface scattering is performed by first converting the integration over the 3D model surface into an integration over a 2D texture space and then applying importance sampling based on the irradiance stored in the texture. Such a conversion leads to a feasible GPU implementation and makes real-time frame rate possible. Our implementation shows that plausible images can be rendered in real time for complex translucent models with dynamic light and material properties. For objects with more apparent local effect, our approach generally requires more samples that may downgrade the frame rate. To deal with this case, we decompose the integration into two parts, one for local effect and the other for global effect, which are evaluated by the combination of available methods [DS03, MKB* 03a] and our texture space importance sampling, respectively. Such a hybrid scheme is able to steadily render the translucent effect in real time with a fixed amount of samples.Item Evaluation of Illustration-inspired Techniques for Time-varying Data Visualization(The Eurographics Association and Blackwell Publishing Ltd., 2008) Joshi, Alark; Rheingans, Penny; A. Vilanova, A. Telea, G. Scheuermann, and T. MoellerIllustration-inspired techniques have provided alternative ways to visualize time-varying data. Techniques such as speedlines, flow ribbons, strobe silhouettes and opacity-based techniques provide temporal context to the current timestep being visualized. We evaluated the effectiveness of these illustrative techniques by conducting a user study. We compared the ability of subjects to visually track features using snapshots, snapshots augmented by illustration techniques, animations, and animations augmented by illustration techniques. User accuracy, time required to perform a task, and user confidence were used as measures to evaluate the techniques. The results indicate that the use of illustration-inspired techniques provides a significant improvement in user accuracy and the time required to complete the task. Subjects performed significantly better on each metric when using augmented animations as compared to augmented snapshots.Item Physically-based Dye Advection for Flow Visualization(The Eurographics Association and Blackwell Publishing Ltd., 2008) Li, Guo-Shi; Tricoche, Xavier; Hansen, Charles; A. Vilanova, A. Telea, G. Scheuermann, and T. MoellerDye advection is widely used in experimental flow analysis but has seen less use for visualization in computational fluid dynamics. One possible reason for this disconnect is the inaccuracy of the texture-based approach, which is prone to artifacts caused by numeric diffusion and mass fluctuation. In this paper, we introduce a novel 2D dye advection scheme for flow visualization based on the concept of control volume analysis typically used in computational fluid dynamics. The evolution of dye patterns in the flow field is achieved by advecting individual control volumes, which collectively cover the entire spatial domain. The local variation of dye material, represented as a piecewise quasi-parabolic function, is integrated within each control volume resulting in mass conserving transport without excessive numerical diffusion. Due to its physically based formulation, this approach is capable of conveying intricate flow structures not shown in the traditional dye advection schemes while avoiding visual artifacts.Item Generating Color Palettes using Intuitive Parameters(The Eurographics Association and Blackwell Publishing Ltd., 2008) Wijffelaars, Martijn; Vliegen, Roel; Wijk, Jarke J. van; Linden, Erik-Jan van der; A. Vilanova, A. Telea, G. Scheuermann, and T. MoellerColor is widely used in data visualization to show data values. The proper selection of colors is critical to convey information correctly. In this paper, we present a technique for generating univariate lightness ordered palettes. These are specified via intuitive input parameters that are used define the appearance of the palette: number of colors, hue, lightness, saturation, contrast and hue range. The settings of the parameters are used to generate curves through CIELUV color space. This color space is used in order to correctly translate the requirements in terms of perceptual properties to a set of colors. The presented palette generation method enables users to specify palettes that have these perceptual properties, such as perceived order, equal perceived distance and equal importance. The technique has been integrated in MagnaView, a system for multivariate data visualization.Item Tensor Clustering for Rendering Many-Light Animations(The Eurographics Association and Blackwell Publishing Ltd, 2008) Hasan, Milos; Velazquez-Armendariz, Edgar; Pellacini, Fabio; Bala, KavitaRendering animations of scenes with deformable objects, camera motion, and complex illumination, including indirect lighting and arbitrary shading, is a long-standing challenge. Prior work has shown that complex lighting can be accurately approximated by a large collection of point lights. In this formulation, rendering of animation sequences becomes the problem of efficiently shading many surface samples from many lights across several frames. This paper presents a tensor formulation of the animated many-light problem, where each element of the tensor expresses the contribution of one light to one pixel in one frame. We sparsely sample rows and columns of the tensor, and introduce a clustering algorithm to select a small number of representative lights to efficiently approximate the animation. Our algorithm achieves efficiency by reusing representatives across frames, while minimizing temporal flicker. We demonstrate our algorithm in a variety of scenes that include deformable objects, complex illumination and arbitrary shading and show that a surprisingly small number of representative lights is sufficient for high quality rendering. We believe out algorithm will find practical use in applications that require fast previews of complex animation.Item Visual Comparison of Hierarchically Organized Data(The Eurographics Association and Blackwell Publishing Ltd., 2008) Holten, Danny; Wijk, Jarke J. van; A. Vilanova, A. Telea, G. Scheuermann, and T. MoellerWe provide a novel visualization method for the comparison of hierarchically organized data. Our technique visualizes a pair of hierarchies that are to be compared and simultaneously depicts how these hierarchies are related by explicitly visualizing the relations between matching subhierarchies. Elements that are unique to each hierarchy are shown, as well as the way in which hierarchy elements are relocated, split or joined. The relations between hierarchy elements are visualized using Hierarchical Edge Bundles (HEBs). HEBs reduce visual clutter, they visually emphasize the aforementioned splits, joins, and relocations of subhierarchies, and they provide an intuitive way in which users can interact with the relations. The focus throughout this paper is on the comparison of different versions of hierarchically organized software systems, but the technique is applicable to other kinds of hierarchical data as well. Various data sets of actual software systems are used to show how our technique can be employed to easily spot splits, joins, and relocations of elements, how sorting both hierarchies with respect to each other facilitates comparison tasks, and how user interaction is supported.Item Non-Rigid Registration Under Isometric Deformations(The Eurographics Association and Blackwell Publishing Ltd, 2008) Huang, Qi-Xing; Adams, Bart; Wicke, Martin; Guibas, Leonidas J.We present a robust and efficient algorithm for the pairwise non-rigid registration of partially overlapping 3D surfaces. Our approach treats non-rigid registration as an optimization problem and solves it by alternating between correspondence and deformation optimization. Assuming approximately isometric deformations, robust correspondences are generated using a pruning mechanism based on geodesic consistency. We iteratively learn an appropriate deformation discretization from the current set of correspondences and use it to update the correspondences in the next iteration. Our algorithm is able to register partially similar point clouds that undergo large deformations, in just a few seconds. We demonstrate the potential of our algorithm in various applications such as example based articulated segmentation, and shape interpolation.Item Ptex: Per-Face Texture Mapping for Production Rendering(The Eurographics Association and Blackwell Publishing Ltd, 2008) Burley, Brent; Lacewell, DylanExplicit parameterization of subdivision surfaces for texture mapping adds significant cost and complexity to film production. Most parameterization methods currently in use require setup effort, and none are completely general. We propose a new texture mapping method for Catmull-Clark subdivision surfaces that requires no explicit parameterization. Our method, Ptex, stores a separate texture per quad face of the subdivision control mesh, along with a novel per-face adjacency map, in a single texture file per surface. Ptex uses the adjacency data to perform seamless anisotropic filtering of multi-resolution textures across surfaces of arbitrary topology. Just as importantly, Ptex requires no manual setup and scales to models of arbitrary mesh complexity and texture detail. Ptex has been successfully used to texture all of the models in an animated theatrical short and is currently being applied to an entire animated feature. Ptex has eliminated UV assignment from our studio and significantly increased the efficiency of our pipeline.Item Sequential Monte Carlo Adaptation in Low-Anisotropy Participating Media(The Eurographics Association and Blackwell Publishing Ltd, 2008) Pegoraro, Vincent; Wald, Ingo; Parker, Steven G.This paper presents a novel method that effectively combines both control variates and importance sampling in a sequential Monte Carlo context. The radiance estimates computed during the rendering process are cached in a 5D adaptive hierarchical structure that defines dynamic predicate functions for both variance reduction techniques and guarantees well-behaved PDFs, yielding continually increasing efficiencies thanks to a marginal computational overhead. While remaining unbiased, the technique is effective within a single pass as both estimation and caching are done online, exploiting the coherency in illumination while being independent of the actual scene representation. The method is relatively easy to implement and to tune via a single parameter, and we demonstrate its practical benefits with important gains in convergence rate and competitive results with state of the art techniques.Item Interference Shaders of Thin Films(The Eurographics Association and Blackwell Publishing Ltd, 2008) Sun, Yinlong; Wang, QiqiThis paper presents a systematic study of light interferences at single thin films. Based on Fresnel s law, we have derived generic expressions of reflectance and transmittance for film interference, as well as specific expressions for free thin films and films coated on transparent or opaque objects. By combining film interference and volume absorption, we have obtained the reflectances and transmittances of film-coated thin objects such as ribbons. Illumination models for all interference cases of single thin films are presented, and they have been implemented and tested for various structures and materials.Item Fast Force Field Approximation and its Application to Skeletonization of Discrete 3D Objects(The Eurographics Association and Blackwell Publishing Ltd, 2008) Brunner, D.; Brunnett, G.In this paper we present a novel method to approximate the force field of a discrete 3d object with a time complexity that is linear in the number of voxels. We define a rule, similar to the distance transform, to propagate forces associated with boundary points into the interior of the object. The result of this propagation depends on the order in which the points of the object are processed. Therefore we analyze how to obtain an order-invariant approximation formula. With the resulting formula it becomes possible to approximate the force field and to use its features for a fast and topology preserving skeletonization. We use a thinning strategy on the body-centered cubic lattice to compute the skeleton and ensure that critical points of the force field are not removed. This leads to improved skeletons with respect to the properties of centeredness and rotational invariance.Item Accurate Shadows by Depth Complexity Sampling(The Eurographics Association and Blackwell Publishing Ltd, 2008) Forest, Vincent; Barthe, Loic; Paulin, MathiasThe accurate generation of soft shadows is a particularly computationally intensive task. In order to reduce rendering time, most real-time and offline applications decorrelate the generation of shadows from the computation of lighting. In addition to such approximations, they generate shadows using some restrictive assumptions only correct in very specific cases, leading to penumbra over-estimation or light-leaking artifacts. In this paper we present an algorithm that produces soft shadows without exhibiting the previous drawbacks. Using a new efficient evaluation of the number of occluders between two points (i.e. the depth complexity) we either modulate direct lighting or numerically solve the rendering equation for direct illumination. Our approach approximates shadows cast by semi-opaque occluders and naturally handles area lights with spatially varying luminance. Furthermore, depending on the desired performance and quality, the resulting shadows are either very close to, or as accurate as, a ray-traced reference. As a result, the presented method is well suited to many domains, ranging from quality-sensitive to performance-critical applications.Item Surface Reconstruction From Non-parallel Curve Networks(The Eurographics Association and Blackwell Publishing Ltd, 2008) Liu, L.; Bajaj, C.; Deasy, J. O.; Low, D. A.; Ju, T.Building surfaces from cross-section curves has wide applications including bio-medical modeling. Previous work in this area has mostly focused on connecting simple closed curves on parallel cross-sections. Here we consider the more general problem where input data may lie on non-parallel cross-sections and consist of curve networks that represent the segmentation of the underlying object by different material or tissue types (e.g., skin, muscle, bone, etc.) on each cross-section. The desired output is a surface network that models both the exterior surface and the internal partitioning of the object. We introduce an algorithm that is capable of handling curve networks of arbitrary shape and topology on cross-section planes with arbitrary orientations. Our algorithm is simple to implement and is guaranteed to produce a closed surface network that interpolates the curve network on each cross-section. Our method is demonstrated on both synthetic and bio-medical examples.Item Sketching and Composing Widgets for 3D Manipulation(The Eurographics Association and Blackwell Publishing Ltd, 2008) Schmidt, Ryan; Singh, Karan; Balakrishnan, RavinWe present an interface for 3D object manipulation in which standard transformation tools are replaced with transient 3D widgets invoked by sketching context-dependent strokes. The widgets are automatically aligned to axes and planes determined by the user s stroke. Sketched pivot-points further expand the interaction vocabulary. Using gestural commands, these basic elements can be assembled into dynamic, user-constructed 3D transformation systems. We supplement precise widget interaction with techniques for coarse object positioning and snapping. Our approach, which is implemented within a broader sketch-based modeling system, also integrates an underlying widget history to enable the fluid transfer of widgets between objects. An evaluation indicates that users familiar with 3D manipulation concepts can be taught how to efficiently use our system in under an hour.Item Curvature-Domain Shape Processing(The Eurographics Association and Blackwell Publishing Ltd, 2008) Eigensatz, Michael; Sumner, Robert W.; Pauly, MarkWe propose a framework for 3D geometry processing that provides direct access to surface curvature to facilitate advanced shape editing, filtering, and synthesis algorithms. The central idea is to map a given surface to the curvature domain by evaluating its principle curvatures, apply filtering and editing operations to the curvature distribution, and reconstruct the resulting surface using an optimization approach. Our system allows the user to prescribe arbitrary principle curvature values anywhere on the surface. The optimization solves a nonlinear least-squares problem to find the surface that best matches the desired target curvatures while preserving important properties of the original shape. We demonstrate the effectiveness of this processing metaphor with several applications, including anisotropic smoothing, feature enhancement, and multi-scale curvature editing.Item Volume and Isosurface Rendering with GPU-Accelerated Cell Projection*(The Eurographics Association and Blackwell Publishing Ltd, 2008) Marroquim, R.; Maximo, A.; Farias, R.; Esperanca, C.We present an efficient Graphics Processing Unit GPU-based implementation of the Projected Tetrahedra (PT) algorithm. By reducing most of the CPU-GPU data transfer, the algorithm achieves interactive frame rates (up to 2.0 M Tets/s) on current graphics hardware. Since no topology information is stored, it requires substantially less memory than recent interactive ray casting approaches. The method uses a two-pass GPU approach with two fragment shaders. This work includes extended volume inspection capabilities by supporting interactive transfer function editing and isosurface highlighting using a Phong illumination model.Item Geometry Textures and Applications(The Eurographics Association and Blackwell Publishing Ltd, 2008) De Toledo, Rodrigo; Wang, Bin; Levy, BrunoGeometry textures are a novel geometric representation for surfaces based on height maps. The visualization is done through a graphics processing unit (GPU) ray casting algorithm applied to the whole object. At rendering time, the fine-scale details (mesostructures) are reconstructed preserving original quality. Visualizing surfaces with geometry textures allows a natural level-of-detail (LOD) behaviour. There are numerous applications that can benefit from the use of geometry textures. In this paper, besides a mesostructure visualization survey, we present geometry textures with three possible applications: rendering of solid models, geological surfaces visualization and surface smoothing.