EG2017
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Item Computer Generated Display Holography(The Eurographics Association, 2017) Lobaz, Petr; Adrien Bousseau and Diego Gutierrez« A hologram » is a ubiquitous term when talking about realistic 3-D illusion. « Holographic display » seems to be the holy grail of 3-D display technology, at least according to news headlines. But what « holographic » actually means? The tutorial explains basics of holography, the lensless imaging method, invented by Gabor and Denisyuk in the mid-twentieth century, that produces breathtaking 3-D images - holograms. Then it explains basic steps of transition from classical to digital holography and to computer generated display holography - a counterpart of computer graphics that does not calculate an image, but a hologram. The tutorial also covers holographic printing, holographic electronic displays and compares them to competing technologies.Item Ambient Occlusion Baking via a Feed-Forward Neural Network(The Eurographics Association, 2017) Erra, Ugo; Capece, Nicola Felice; Agatiello, Roberto; Adrien Peytavie and Carles BoschWe present a feed-forward neural network approach for ambient occlusion baking in real-time rendering. The idea is based on implementing a multi-layer perceptron that allows a general encoding via regression and an efficient decoding via a simple GPU fragment shader. The non-linear nature of multi-layer perceptrons makes them suitable and effective for capturing nonlinearities described by ambient occlusion values. A multi-layer perceptron is also random-accessible, has a compact size, and can be evaluated efficiently on the GPU. We illustrate our approach of screen-space ambient occlusion based on neural network including its quality, size, and run-time speed.Item Fast Flow-based Distance Quantification and Interpolation for High-Resolution Density Distributions(The Eurographics Association, 2017) Frey, Steffen; Ertl, Thomas; Adrien Peytavie and Carles BoschWe present a GPU-targeted algorithm for the efficient direct computation of distances and interpolates between high-resolution density distributions without requiring any kind of intermediate representation like features. It is based on a previously published multi-core approach, and substantially improves its performance already on the same CPU hardware due to algorithmic improvements. As we explicitly target a manycore-friendly algorithm design, we further achieve significant speedups by running on a GPU. This paper quickly reviews the previous approach, and explicitly discusses the analysis of algorithmic characteristics as well as hardware architectural considerations on which our redesign was based. We demonstrate the performance and results of our technique by means of several transitions between volume data sets.Item Geometric Modeling of Multi-Material Printed Objects(The Eurographics Association, 2017) Brochu, Tyson; Schmidt, Ryan; Adrien Peytavie and Carles BoschWe introduce a set of tools for interactive modeling of multi-material objects. We use non-manifold surface meshes to define complex objects, which can have multiple connected solid regions of different materials. Our suite of tools can create and edit non-manifold surfaces, while maintaining a consistent labeling of distinct regions. We also introduce a technique for generating approximate material gradients, using a set of thin layers with varying material properties. We demonstrate our approaches by printing physical objects with a multi-material printer.Item EUROGRAPHICS 2017: Posters Frontmatter(Eurographics Association, 2017) Benard, Pierre; Sykora, Daniel;Item Virtual Reality to teach anatomy(The Eurographics Association, 2017) Fairén, Marta; Farrés, Mariona; Moyés, Jordi; Insa, Esther; Jean-Jacques Bourdin and Amit SheshVirtual Reality (VR) and Augmented Reality (AR) have been gradually introduced in the curriculum of schools given the benefits they bring to classical education. We present an experiment designed to expose students to a VR session where they can directly inspect 3D models of several human organs by using Virtual Reality systems. Our systems allow the students to see the models directly visualized in 3D and to interact with them as if they were real. The experiment has involved 254 students of a Nursing Degree, enrolled in the Human anatomy and physiology course during 2 years (2 consecutive courses). It includes 10 3D models representing different anatomical structures which have been enhanced with meta-data to help the students understand the structure. In order to evaluate the students' satisfaction facing such a new teaching methodology, the students were asked to fill in a questionnaire with two categories. The first one measured whether or not, the teaching session using VR facilitates the understanding of the structures. The second one measured the student's satisfaction with this VR session. From the results we can see that the items most valuated are the use of the activity as a learning tool, and the satisfaction of the students' expectations. We can therefore conclude that VR session for teaching is a powerful learning tool that helps to understand the anatomical structures.Item Topology Optimization for Computational Fabrication(The Eurographics Association, 2017) Wu, Jun; Aage, Niels; Lefebvre, Sylvain; Wang, Charlie; Adrien Bousseau and Diego GutierrezAdditive manufacturing (AM) and topology optimization (TO) form a pair of complementary techniques in transforming digital models into physical replicas: AM enables a cost-effective fabrication of geometrically complex shapes, while TO provides a powerful design methodology for generating optimized models, which are typically complex from a geometric perspective. The potential of both techniques has recently been explored in graphics, resulting in fantastic applications especially regarding structural and aesthetic properties of fabricated models. In this tutorial, we start from the fundamentals of AM and TO, and proceed to advanced TO techniques which steer the optimization process, i.e., taking into account the manufacturing as well as aesthetic appearance.Item Real-Time View Independent Rasterization for Multi-View Rendering(The Eurographics Association, 2017) Marrs, Adam; Watson, Benjamin; Healey, Christopher G.; Adrien Peytavie and Carles BoschExisting graphics hardware parallelizes view generation poorly, placing many multi-view effects - such as soft shadows, defocus blur, and reflections - out of reach for real-time applications. We present emerging solutions that address this problem using a high density point set tailored per frame to the current multi-view configuration, coupled with relatively simple reconstruction kernels. Points are a more flexible rendering primitive, which we leverage to render many high resolution views in parallel. Preliminary results show our approach accelerates point generation and the rendering of multi-view soft shadows up to 9x.Item Spline-based Decomposition of Streamed Particle Trajectories for Efficient Transfer and Analysis(The Eurographics Association, 2017) Scharnowski, Katrin; Frey, Steffen; Raffin, Bruno; Ertl, Thomas; Adrien Peytavie and Carles BoschWe introduce an approach for distributed processing and efficient storage of noisy particle trajectories, and present visual analysis techniques that directly operate on the generated representation. For efficient storage, we decompose individual trajectories into a smooth representation and a high frequency part. Our smooth representation is generated by fitting Hermite Splines to a series of time windows, adhering to a certain error bound. This directly supports scenarios involving in situ and streaming data processing. We show how the individually fitted splines can afterwards be combined into one spline posessing the same mathematical properties, i.e. C1 continuity as well as our error bound. The fitted splines are typically significantly smaller than the original data, and can therefore be used, e.g., for an online monitoring and analysis of distributed particle simulations. The high frequency part can be used to reconstruct the original data, or could also be discarded in scenarios with limited storage capabilities. Finally, we demonstrate the utility of our smooth representation for different analysis queries using real world data.Item EUROGRAPHICS 2017: Tutorials Frontmatter(Eurographics Association, 2017) Bousseau, Adrien; Gutierrez, Diego;Item Mesh SimplificationWith Curvature Error Metric(The Eurographics Association, 2017) Michaud, Céline; Mellado, Nicolas; Paulin, Mathias; Pierre Benard and Daniel SykoraProgressive meshes algorithms aim at computing levels of detail from a highly detailed mesh. Many of these algorithms are based on a mesh decimation technique, generating coarse triangulation while optimizing for a particular metric which minimizes the distance to the original shape. However these metrics do not robustly handle high curvature regions, sharp features, boundaries or noise. We propose a novel error metric, based on algebraic spheres as a measure of the curvature of the mesh, to preserve curvature along the simplification process. This metric is compact, does not require extra input from the user, and is as simple to implement as a conventional quadric error metric.Item Intrinsic Decompositions for Image Editing(The Eurographics Association and John Wiley & Sons Ltd., 2017) Bonneel, Nicolas; Kovacs, Balazs; Paris, Sylvain; Bala, Kavita; Victor Ostromoukov and Matthias ZwickerIntrinsic images are a mid-level representation of an image that decompose the image into reflectance and illumination layers. The reflectance layer captures the color/texture of surfaces in the scene, while the illumination layer captures shading effects caused by interactions between scene illumination and surface geometry. Intrinsic images have a long history in computer vision and recently in computer graphics, and have been shown to be a useful representation for tasks ranging from scene understanding and reconstruction to image editing. In this report, we review and evaluate past work on this problem. Specifically, we discuss each work in terms of the priors they impose on the intrinsic image problem. We introduce a new synthetic ground-truth dataset that we use to evaluate the validity of these priors and the performance of the methods. Finally, we evaluate the performance of the different methods in the context of image-editing applications.Item Differencing and Merging for 3D Animation Revision Control(The Eurographics Association, 2017) Madges, George; Miles, Idris; Anderson, Eike Falk; Pierre Benard and Daniel SykoraVersion Control System (VCS) techniques for managing the creation of 3D computer generated models exist for static 3D models, however, there are no solutions for revision control of the animation data from animated 3D models. A precondition for any type of VCS is the ability to compare two versions of an item, to identify the differences between them and to combine these. To this end, we propose a novel 3-way difference, merging and conflict resolution technique for 3D animation data.Item Visual Computing for Big Data Analysis in Prostate Cancer Research(The Eurographics Association, 2017) Bernard, Jürgen; May, Thorsten; Pehrke, Dirk; Schlomm, Thorsten; Kohlhammer, Jörn; Stefan Bruckner and Timo RopinskiData-centered research is becoming increasingly important in prostate cancer research where a long-term goal is a sound prognosis prior to surgery. We have developed a visual computing technology that contributes to this paradigm change in clinical research and practice for electronic health records (EHR) in this area. This visual-interactive system, developed in close collaboration with medical researchers, helps clinicians efficiently and effectively visualize single and multiple patient histories at a glance, create cohorts of patients for clinical tests, as well as generate and validate hypotheses.Item Designing a Computer Graphics Course for First Year Undergraduates(The Eurographics Association, 2017) Dodgson, Neil A.; Chalmers, Andrew; Jean-Jacques Bourdin and Amit SheshWe document the challenge of designing a technical computer graphics course for undergraduate students who have taken only a single undergraduate programming course and have not yet had to take any mathematics beyond high school. This course is the introduction to a major in computer graphics within a Bachelor of Science degree. We needed an introduction to the rigour of computer graphics that would attract students to continue with the major, that would provide a useful foundation for that major, and that could be attempted with minimal prerequisites.Item Introduction to Crowd Simulation(The Eurographics Association, 2017) Pettré, Julien; Pelechano, Nuria; Adrien Bousseau and Diego GutierrezCrowd simulation is today a frequently used computer animation technique in the field of video-games or the one of visual effects for movies. It is used to populate game scenes and make them lively and interactive, or to generate background characters in movies. The topic received a lot of attention in the research community. Many simulation algorithms were proposed to simulate crowds. How do they work? How are they concretely used in the field? This tutorial is clearly intended for beginners and all who are curious about the topic, and will present the basics of crowd simulation. It will also address some related questions such as the one of animation and rendering of crowd characters.Item Coupled Simulation of Deformable Bodies and ISPH Fluids for Secondary Bone Healing(The Eurographics Association, 2017) Rumman, Nadine Abu; Müller, Patric; Nair, Prapanch; Pöschel, Thorsten; Pierre Benard and Daniel SykoraWe propose a new scheme for the two-way coupling of incompressible fluids and deformable bodies, where we focus on a medical application; in particular, secondary bone healing. Our method allows for accurate simulation and visualisation of the secondary bone healing process, which is used to optimise clinical treatment of bone fractures. In our simulation, the soft tissues are simulated as elastic materials using Strain Based Dynamics (SBD), and fluid is simulated using Incompressible Smoothed Particle Hydrodynamics (ISPH). The interaction model we propose works with any type of deformation technique as long as the object surface is represented by a polygonal mesh and the fluid by Lagrangian particles.Item Discovering New Monte Carlo Noise Filters with Genetic Programming(The Eurographics Association, 2017) Kán, Peter; Davletaliyev, Maxim; Kaufmann, Hannes; Adrien Peytavie and Carles BoschThis paper presents a novel method for the discovery of new analytical filters suitable for filtering of noise in Monte Carlo rendering. Our method utilizes genetic programming to evolve the set of analytical filtering expressions with the goal to minimize image error in training scenes. We show that genetic programming is capable of learning new filtering expressions with quality comparable to state of the art noise filters in Monte Carlo rendering. Additionally, the analytical nature of the resulting expressions enables the run-times one order of magnitude faster than compared state of the art methods. Finally, we present a new analytical filter discovered by our method which is suitable for filtering of Monte Carlo noise in diffuse scenes.Item Perception-driven Accelerated Rendering(The Eurographics Association and John Wiley & Sons Ltd., 2017) Weier, Martin; Stengel, Michael; Roth, Thorsten; Didyk, Piotr; Eisemann, Elmar; Eisemann, Martin; Grogorick, Steve; Hinkenjann, André; Kruijff, Ernst; Magnor, Marcus; Myszkowski, Karol; Slusallek, Philipp; Victor Ostromoukov and Matthias ZwickerAdvances in computer graphics enable us to create digital images of astonishing complexity and realism. However, processing resources are still a limiting factor. Hence, many costly but desirable aspects of realism are often not accounted for, including global illumination, accurate depth of field and motion blur, spectral effects, etc. especially in real-time rendering. At the same time, there is a strong trend towards more pixels per display due to larger displays, higher pixel densities or larger fields of view. Further observable trends in current display technology include more bits per pixel (high dynamic range, wider color gamut/fidelity), increasing refresh rates (better motion depiction), and an increasing number of displayed views per pixel (stereo, multi-view, all the way to holographic or lightfield displays). These developments cause significant unsolved technical challenges due to aspects such as limited compute power and bandwidth. Fortunately, the human visual system has certain limitations, which mean that providing the highest possible visual quality is not always necessary. In this report, we present the key research and models that exploit the limitations of perception to tackle visual quality and workload alike. Moreover, we present the open problems and promising future research targeting the question of how we can minimize the effort to compute and display only the necessary pixels while still offering a user full visual experience.Item Expanding Color Query Results via Image Recoloring(The Eurographics Association, 2017) Hu, Sixing; Laffont, Pierre-Yves; Price, Brian; Cohen, Scott; Brown, Michael S.; Adrien Peytavie and Carles BoschAn image's color palette can be used to search an image collection to retrieve images that share similar colors to the query palette color. The results of this approach are naturally limited to only those images in the database that share similar colors to the query. The idea proposed in this paper is to expand the search results by finding additional images in the collection that can be computationally recolored to better match the query. This not only provides more results to the user but also helps to extend the usefulness of the image collection. We describe a prototype system to realize this idea, using a two-step procedure. First, images in the database with color palettes similar to the query are identified to produce a set of initial results. Then, additional images that are semantically similar to these initial results are found and are modified using palette-based recoloring such that they better match the color query. We demonstrate results from our prototype and discuss several challenges for developing such image search systems.
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