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Item EUROGRAPHICS 2017: Dirk Bartz Prize Frontmatter(Eurographics Association, 2017) Bruckner, Stefan; Ropinski, Timo;Item Stroke Style Transfer(The Eurographics Association, 2017) Shaheen, Sara; Ghanem, Bernard; Adrien Peytavie and Carles BoschWe propose a novel method to transfer sketch style at the stroke level from one free-hand line drawing to another, whereby these drawings can be from different artists. It aims to transfer the style of the input sketch at the stroke level to the style encountered in sketches by other artists. This is done by modifying all the parametric stroke segments in the input, so as to minimize a global stroke-level distance between the input and target styles. To do this, we exploit a recent work on stroke authorship recognition to define the stroke-level distance [SRG15], which is in turn minimized using conventional optimization tools. We showcase the quality of style transfer qualitatively by applying the proposed technique on several input-target combinations.Item Generating ASCII-Art: A Nifty Assignment from a Computer Graphics Programming Course(The Eurographics Association, 2017) Anderson, Eike Falk; Jean-Jacques Bourdin and Amit SheshWe present a graphics application programming assignment from an introductory programming course with a computer graphics focus. This assignment involves simple image-processing, asking students to write a conversion program that turns images into ASCII Art. Assessment of the assignment is simplified through the use of an interactive grading tool.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 Mobile Graphics(The Eurographics Association, 2017) Agus, Marco; Gobbetti, Enrico; Marton, Fabio; Pintore, Giovanni; Vázquez, Pere-Pau; Adrien Bousseau and Diego GutierrezThe increased availability and performance of mobile graphics terminals, including smartphones and tablets with high resolution screens and powerful GPUs, combined with the increased availability of high-speed mobile data connections, is opening the door to a variety of networked graphics applications. In this world, native apps or mobile sites coexist to reach the goal of providing us access to a wealth of multimedia information while we are on the move. This half-day tutorial provides a technical introduction to the mobile graphics world spanning the hardware-software spectrum, and explores the state of the art and key advances in specific application domains, including capture and acquisition, real-time high-quality 3D rendering and interactive exploration.Item Variable k-buffer using Importance Maps(The Eurographics Association, 2017) Vasilakis, Andreas-Alexandros; Vardis, Konstantinos; Papaioannou, Georgios; Moustakas, Konstantinos; Adrien Peytavie and Carles BoschSuccessfully predicting visual attention can significantly improve many aspects of computer graphics and games. Despite the thorough investigation in this area, selective rendering has not addressed so far fragment visibility determination problems. To this end, we present the first ''selective multi-fragment rendering'' solution that alters the classic k-buffer construction procedure from a fixed-k to a variable-k per-pixel fragment allocation guided by an importance-driven model. Given a fixed memory budget, the idea is to allocate more fragment layers in parts of the image that need them most or contribute more significantly to the visual result. An importance map, dynamically estimated per frame based on several criteria, is used for the distribution of the fragment layers across the image. We illustrate the effectiveness and quality superiority of our approach in comparison to previous methods when performing order-independent transparency rendering in various, high depth-complexity, scenarios.Item EUROGRAPHICS 2017: State of the Art Reports Frontmatter(The Eurographics Association and John Wiley & Sons Ltd., 2017) Ostromoukov, Victor; Zwicker, Matthias;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.Item From 3D Models to 3D Prints: An Overview of the Processing Pipeline(The Eurographics Association and John Wiley & Sons Ltd., 2017) Livesu, Marco; Ellero, Stefano; MartÃnez, Jonà s; Lefebvre, Sylvain; Attene, Marco; Victor Ostromoukov and Matthias ZwickerDue to the wide diffusion of 3D printing technologies, geometric algorithms for Additive Manufacturing are being invented at an impressive speed. Each single step along the processing pipeline that prepares the 3D model for fabrication can now count on dozens of methods, that analyse and optimize geometry and machine instructions for various objectives. This report provides a classification of this huge state of the art, and elicits the relation between each single algorithm and a list of desirable objectives during model preparation - a process globally refereed to as Process Planning. The objectives themselves are listed and discussed, along with possible needs for tradeoffs. Additive Manufacturing technologies are broadly categorized to explicitly relate classes of devices and supported features. Finally, this report offers an analysis of the state of the art while discussing open and challenging problems from both an academic and an industrial perspective.Item AnimDiff: Comparing 3D Animations for Revision Control(The Eurographics Association, 2017) Madges, George; Miles, Idris; Anderson, Eike Falk; Adrien Peytavie and Carles BoschThe process of animating a complex 3D character can be a time consuming activity which may take several iterations and several artists working in collaboration, each iteration improving some elements of the animation but potentially introducing artifacts in others. At present there exists no formal process to collate these various revisions in a manner that allows for close examination of their differences, which would help speed up the creation of 3D animations. To address this we present a method for equivalence checking and displaying differences between differing versions of an animated 3D model. Implemented in a tool that allows selective blending of animations, this provides a first step towards a 3D animation revision control system.Item The New CGEMS - Preparing the Computer Graphics Educational Materials Source to Meet the Needs of Educators(The Eurographics Association, 2017) Anderson, Eike Falk; Duchowski, Andrew; Liarokapis, Fotis; Redford, Adam; Jean-Jacques Bourdin and Amit SheshACM SIGGRAPH and Eurographics are restarting CGEMS, the Computer Graphics Educational Materials Source, an on-line repository of curricular material for computer graphics education. In this context, the question that we ask ourselves is: ''How can CGEMS best meet the needs of educators''? The aim of this forum is to provide the audience with an idea of the purpose of CGEMS - a source of educational materials for educators by educators - and to give them an opportunity to contribute their views and ideas towards shaping the new CGEMS. Towards this purpose, we have identified a number of issues to resolve, which the panel will put forward to the participants of the forum for discussion.Item EUROGRAPHICS 2017: Short Papers Frontmatter(Eurographics Association, 2017) Peytavie, Adrien; Bosch, Carles;Item Conformal Factor Persistence for Fast Hierarchical Cone Extraction(The Eurographics Association, 2017) Vintescu, Ana-Maria; Dupont, Florent; Lavoué, Guillaume; Memari, Pooran; Tierny, Julien; Adrien Peytavie and Carles BoschThis paper presents a new algorithm for the fast extraction of hierarchies of cone singularities for conformal surface parameterization. Cone singularities have been shown to greatly improve the distortion of such parameterizations since they locally absorb the area distortion. Therefore, existing automatic approaches aim at inserting cones where large area distortion can be predicted. However, such approaches are iterative, which results in slow computations, even often slower than the actual subsequent parameterization procedure. This becomes even more problematic as often the user does not know in advance the right number of needed cones and thus needs to explore cone hierarchies to obtain a satisfying result. Our algorithm relies on the key observation that the local extrema of the conformal factor already provide a good approximation of the cone singularities extracted with previous techniques, while needing only one linear solving where previous approaches needed one solving per hierarchy level. We apply concepts from persistent homology to organize very efficiently such local extrema into a global hierarchy. Experiments demonstrate the approximation quality of our approach quantitatively and report time-performance improvements of one order of magnitude, which makes our technique well suited for interactive contexts.Item "Synchronize" to VR Body: Full Body Illusion in VR Space(The Eurographics Association, 2017) Xiong, Peikun; Sun, Chen; Cai, Dongsheng; Adrien Peytavie and Carles BoschVirtual Reality (VR) becomes accessible to mimic a "real-like" world now. People who have a VR experience usually can be impressed by the immersive feeling, they might consider themselves are actually existed in the VR space. Self-consciousness is important for people to identify their own characters in VR space, and illusory ownership can help people to "build" their "bodies". The rubber hand illusion can convince us a fake hand made by rubber is a part of our bodies under certain circumstances. Researches about autoscopic phenomena extend this illusory to the so-called full body illusion. We conducted 3 type of experiments to study the illusory ownership in VR space as it shows in Figure 1, and we learned: Human body must receive the synchronized visual signal and somatosensory stimulus at the same time; The visual signal must be the first person perceptive; the subject and the virtual body needs to be the same height as much as possible. All these illusory ownerships accompanied by the body temperature decreases, where the body is stimulated.Item High Quality and Efficient Direct Rendering of Massive Real-world Point Clouds(The Eurographics Association, 2017) Bouchiba, Hassan; Groscot, Raphaël; Deschaud, Jean-Emmanuel; Goulette, François; Pierre Benard and Daniel SykoraWe present a novel real-time screen-space rendering algorithm for real-world 3D scanned datasets. Our method takes advantage of the pull phase of a pull-push pyramidal filling algorithm in order to feed a hidden point removal operator. The push phase is then used to fill the final framebuffer. We demonstrate on a real-world complex dataset that our method produces better visual results and is more efficient comparing to state of the art algorithms.Item Proxy Clouds for RGB-D Stream Processing: A Preview(The Eurographics Association, 2017) Kaiser, Adrien; Zepeda, José Alonso Ybanez; Boubekeur, Tamy; Pierre Benard and Daniel SykoraModern consumer depth cameras are widely used for 3D capture in indoor environments, for applications such as modeling, robotics or gaming. Nevertheless, their use is limited by their low resolution, with frames often corrupted with noise, missing data and temporal inconsistencies. In order to cope with all these issues, we present Proxy Clouds, a multiplanar superstructure for real-time processing of RGB-D data. By generating a single set of planar proxies from raw RGB-D data and updating it through time, several processing primitives can be applied to improve the quality of the RGB-D stream or lighten further operations. We illustrate the use of Proxy Clouds on several applications, including noise and temporal flickering removal, hole filling, resampling, color processing and compression. We present experiments performed with our framework in indoor scenes of different natures captured with a consumer depth sensor.Item State of the Art in Methods and Representations for Fabrication-Aware Design(The Eurographics Association and John Wiley & Sons Ltd., 2017) Bermano, Amit Haim; Funkhouser, Thomas; Rusinkiewicz, Szymon; Victor Ostromoukov and Matthias ZwickerComputational manufacturing technologies such as 3D printing hold the potential for creating objects with previously undreamed-of combinations of functionality and physical properties. Human designers, however, typically cannot exploit the full geometric (and often material) complexity of which these devices are capable. This STAR examines recent systems developed by the computer graphics community in which designers specify higher-level goals ranging from structural integrity and deformation to appearance and aesthetics, with the final detailed shape and manufacturing instructions emerging as the result of computation. It summarizes frameworks for interaction, simulation, and optimization, as well as documents the range of general objectives and domain-specific goals that have been considered. An important unifying thread in this analysis is that different underlying geometric and physical representations are necessary for different tasks: we document over a dozen classes of representations that have been used for fabrication-aware design in the literature. We analyze how these classes possess obvious advantages for some needs, but have also been used in creative manners to facilitate unexpected problem solutions.Item Swung-to-Cylinder Projection for Panoramic Image Viewing(The Eurographics Association, 2017) Chang, Che-Han; Lai, Wei-Sheng; Chuang, Yung-Yu; Pierre Benard and Daniel SykoraThis paper proposes the swung-to-cylinder projection model for mapping a sphere to a plane, which is useful for viewing 360 panoramic images. Our model extends the swung-to-plane model and consists of two steps. In the first step, the sphere is projected onto a swung surface. In the second step, the projected image on the swung surface is mapped onto a cylinder through the perspective projection. The proposed model is simple, efficient and easy to control. Similar to the swung-to-plane model, it makes a better compromise between distortion minimization and line preserving. However, it does not suffer from the distortion problem of the swung-to-plane model when viewing full 360 panoramic images.