42-Issue 6
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Item iFUNDit: Visual Profiling of Fund Investment Styles(© 2023 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd., 2023) Zhang, R.; Ku, B. K.; Wang, Y.; Yue, X.; Liu, S.; Li, K.; Qu, H.; Hauser, Helwig and Alliez, PierreMutual funds are becoming increasingly popular with the emergence of Internet finance. Clear profiling of a fund's investment style is crucial for fund managers to evaluate their investment strategies, and for investors to understand their investment. However, it is challenging to profile a fund's investment style as it requires a comprehensive analysis of complex multi‐dimensional temporal data. In addition, different fund managers and investors have different focuses when analysing a fund's investment style. To address the issue, we propose , an interactive visual analytic system for fund investment style analysis. The system decomposes a fund's critical features into performance attributes and investment style factors, and visualizes them in a set of coupled views: a fund and manager view, to delineate the distribution of funds' and managers' critical attributes on the market; a cluster view, to show the similarity of investment styles between different funds; and a detail view, to analyse the evolution of fund investment style. The system provides a holistic overview of fund data and facilitates a streamlined analysis of investment style at both the fund and the manager level. The effectiveness and usability of the system are demonstrated through domain expert interviews and case studies by using a real mutual fund dataset.Item Efficient Hardware Acceleration of Robust Volumetric Light Transport Simulation(© 2023 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd., 2023) Moonen, Nol; Jalba, Andrei C.; Hauser, Helwig and Alliez, PierreEfficiently simulating the full range of light effects in arbitrary input scenes that contain participating media is a difficult task. Unified points, beams and paths (UPBP) is an algorithm capable of capturing a wide range of media effects, by combining bidirectional path tracing (BPT) and photon density estimation (PDE) with multiple importance sampling (MIS). A computationally expensive task of UPBP is the MIS weight computation, performed each time a light path is formed. We derive an efficient algorithm to compute the MIS weights for UPBP, which improves over previous work by eliminating the need to iterate over the path vertices. We achieve this by maintaining recursive quantities as subpaths are generated, from which the subpath weights can be computed. In this way, the full path weight can be computed by only using the data cached at the two vertices at the ends of the subpaths. Furthermore, a costly part of PDE is the search for nearby photon points and beams. Previous work has shown that a spatial data structure for photon mapping can be implemented using the hardware‐accelerated bounding volume hierarchy of NVIDIA's RTX GPUs. We show that the same technique can be applied to different types of volumetric PDE and compare the performance of these data structures with the state of the art. Finally, using our new algorithm and data structures we fully implement UPBP on the GPU which we, to the best of our knowledge, are the first to do so.Item Two‐Step Training: Adjustable Sketch Colourization via Reference Image and Text Tag(© 2023 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd., 2023) Yan, Dingkun; Ito, Ryogo; Moriai, Ryo; Saito, Suguru; Hauser, Helwig and Alliez, PierreAutomatic sketch colourization is a highly interestinged topic in the image‐generation field. However, due to the absence of texture in sketch images and the lack of training data, existing reference‐based methods are ineffective in generating visually pleasant results and cannot edit the colours using text tags. Thus, this paper presents a conditional generative adversarial network (cGAN)‐based architecture with a pre‐trained convolutional neural network (CNN), reference‐based channel‐wise attention (RBCA) and self‐adaptive multi‐layer perceptron (MLP) to tackle this problem. We propose two‐step training and spatial latent manipulation to achieve high‐quality and colour‐adjustable results using reference images and text tags. The superiority of our approach in reference‐based colourization is demonstrated through qualitative/quantitative comparisons and user studies with existing network‐based methods. We also validate the controllability of the proposed model and discuss the details of our latent manipulation on the basis of experimental results of multi‐label manipulation.Item A Characterization of Interactive Visual Data Stories With a Spatio‐Temporal Context(© 2023 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd., 2023) Mayer, Benedikt; Steinhauer, Nastasja; Preim, Bernhard; Meuschke, Monique; Hauser, Helwig and Alliez, PierreLarge‐scale issues with a spatial and temporal context such as the COVID‐19 pandemic, the war against Ukraine, and climate change have given visual storytelling with data a lot of attention in online journalism, confirming its high effectiveness and relevance for conveying stories. Thus, new ways have emerged that expand the space of visual storytelling techniques. However, interactive visual data stories with a spatio‐temporal context have not been extensively studied yet. Particularly quantitative information about the used layout and media, the visual storytelling techniques, and the visual encoding of space‐time is relevant to get a deeper understanding of how such stories are commonly built to convey complex information in a comprehensible way. Covering these three aspects, we propose a design space derived by merging and adjusting existing approaches, which we used to categorize 130 collected web‐based visual data stories with a spatio‐temporal context from between 2018 and 2022. An analyzis of the collected data reveals the power of large‐scale issues to shape the landscape of storytelling techniques and a trend towards a simplified consumability of stories. Taken together, our findings can serve story authors as inspiration regarding which storytelling techniques to include in their own spatio‐temporal data stories.Item Issue Information(© 2023 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd., 2023) Hauser, Helwig and Alliez, PierreItem Break and Splice: A Statistical Method for Non‐Rigid Point Cloud Registration(© 2023 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd., 2023) Gao, Qinghong; Zhao, Yan; Xi, Long; Tang, Wen; Wan, Tao Ruan; Hauser, Helwig and Alliez, Pierre3D object matching and registration on point clouds are widely used in computer vision. However, most existing point cloud registration methods have limitations in handling non‐rigid point sets or topology changes (. connections and separations). As a result, critical characteristics such as large inter‐frame motions of the point clouds may not be accurately captured. This paper proposes a statistical algorithm for non‐rigid point sets registration, addressing the challenge of handling topology changes without the need to estimate correspondence. The algorithm uses a novel framework to treat the non‐rigid registration challenges as a reproduction process and a Dirichlet Process Gaussian Mixture Model (DPGMM) to cluster a pair of point sets. Labels are assigned to the source point set with an iterative classification procedure, and the source is registered to the target with the same labels using the Bayesian Coherent Point Drift (BCPD) method. The results demonstrate that the proposed approach achieves lower registration errors and efficiently registers point sets undergoing topology changes and large inter‐frame motions. The proposed approach is evaluated on several data sets using various qualitative and quantitative metrics. The results demonstrate that the framework outperforms state‐of‐the‐art methods, achieving an average error reduction of about 60% and a registration time reduction of about 57.8%.Item Episodes and Topics in Multivariate Temporal Data(© 2023 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd., 2023) Andrienko, Natalia; Andrienko, Gennady; Shirato, Gota; Hauser, Helwig and Alliez, PierreThe term ‘episode’ refers to a time interval in the development of a dynamic process or behaviour of an entity. Episode‐based data consist of a set of episodes that are described using time series of multiple attribute values. Our research problem involves analysing episode‐based data in order to understand the distribution of multi‐attribute dynamic characteristics across a set of episodes. To solve this problem, we applied an existing theoretical model and developed a general approach that involves incrementally increasing data abstraction. We instantiated this general approach in an analysis procedure in which the value variation of each attribute within an episode is represented by a combination of symbols treated as a ‘word’. The variation of multiple attributes is thus represented by a combination of ‘words’ treated as a ‘text’. In this way, the the set of episodes is transformed to a collection of text documents. Topic modelling techniques applied to this collection find groups of related (i.e. repeatedly co‐occurring) ‘words’, which are called ‘topics’. Given that the ‘words’ encode variation patterns of individual attributes, the ‘topics’ represent patterns of joint variation of multiple attributes. In the following steps, analysts interpret the topics and examine their distribution across all episodes using interactive visualizations. We test the effectiveness of the procedure by applying it to two types of episode‐based data with distinct properties and introduce a range of generic and data type‐specific visualization techniques that can support the interpretation and exploration of topic distribution.Item Recurrent Motion Refiner for Locomotion Stitching(© 2023 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd., 2023) Kim, Haemin; Cho, Kyungmin; Hong, Seokhyeon; Noh, Junyong; Hauser, Helwig and Alliez, PierreStitching different character motions is one of the most commonly used techniques as it allows the user to make new animations that fit one's purpose from pieces of motion. However, current motion stitching methods often produce unnatural motion with foot sliding artefacts, depending on the performance of the interpolation. In this paper, we propose a novel motion stitching technique based on a recurrent motion refiner (RMR) that connects discontinuous locomotions into a single natural locomotion. Our model receives different locomotions as input, in which the root of the last pose of the previous motion and that of the first pose of the next motion are aligned. During runtime, the model slides through the sequence, editing frames window by window to output a smoothly connected animation. Our model consists of a two‐layer recurrent network that comes between a simple encoder and decoder. To train this network, we created a sufficient number of paired data with a newly designed data generation. This process employs a K‐nearest neighbour search that explores a predefined motion database to create the corresponding input to the ground truth. Once trained, the suggested model can connect various lengths of locomotion sequences into a single natural locomotion.Item Evonne: A Visual Tool for Explaining Reasoning with OWL Ontologies and Supporting Interactive Debugging(© 2023 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd., 2023) Méndez, J.; Alrabbaa, C.; Koopmann, P.; Langner, R.; Baader, F.; Dachselt, R.; Hauser, Helwig and Alliez, PierreOWL is a powerful language to formalize terminologies in an ontology. Its main strength lies in its foundation on description logics, allowing systems to automatically deduce implicit information through logical reasoning. However, since ontologies are often complex, understanding the outcome of the reasoning process is not always straightforward. Unlike already existing tools for exploring ontologies, our visualization tool is tailored towards explaining logical consequences. In addition, it supports the debugging of unwanted consequences and allows for an interactive comparison of the impact of removing statements from the ontology. Our visual approach combines (1) specialized views for the explanation of logical consequences and the structure of the ontology, (2) employing multiple layout modes for iteratively exploring explanations, (3) detailed explanations of specific reasoning steps, (4) cross‐view highlighting and colour coding of the visualization components, (5) features for dealing with visual complexity and (6) comparison and exploration of possible fixes to the ontology. We evaluated in a qualitative study with 16 experts in logics, and their positive feedback confirms the value of our concepts for explaining reasoning and debugging ontologies.Item Garment Model Extraction from Clothed Mannequin Scan(© 2023 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd., 2023) Gao, Qiqi; Taketomi, Takafumi; Hauser, Helwig and Alliez, PierreModelling garments with rich details require enormous time and expertise of artists. Recent works re‐construct garments through segmentation of clothed human scan. However, existing methods rely on certain human body templates and do not perform as well on loose garments such as skirts. This paper presents a two‐stage pipeline for extracting high‐fidelity garments from static scan data of clothed mannequins. Our key contribution is a novel method for tracking both tight and loose boundaries between garments and mannequin skin. Our algorithm enables the modelling of off‐the‐shelf clothing with fine details. It is independent of human template models and requires only minimal mannequin priors. The effectiveness of our method is validated through quantitative and qualitative comparison with the baseline method. The results demonstrate that our method can accurately extract both tight and loose garments within reasonable time.Item Faster Edge‐Path Bundling through Graph Spanners(© 2023 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd., 2023) Wallinger, Markus; Archambault, Daniel; Auber, David; Nöllenburg, Martin; Peltonen, Jaakko; Hauser, Helwig and Alliez, PierreEdge‐Path bundling is a recent edge bundling approach that does not incur ambiguities caused by bundling disconnected edges together. Although the approach produces less ambiguous bundlings, it suffers from high computational cost. In this paper, we present a new Edge‐Path bundling approach that increases the computational speed of the algorithm without reducing the quality of the bundling. First, we demonstrate that biconnected components can be processed separately in an Edge‐Path bundling of a graph without changing the result. Then, we present a new edge bundling algorithm that is based on observing and exploiting a strong relationship between Edge‐Path bundling and graph spanners. Although the worst case complexity of the approach is the same as of the original Edge‐Path bundling algorithm, we conduct experiments to demonstrate that the new approach is – times faster than Edge‐Path bundling depending on the dataset, which brings its practical running time more in line with traditional edge bundling algorithms.Item State of the Art of Molecular Visualization in Immersive Virtual Environments(© 2023 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd., 2023) Kuťák, David; Vázquez, Pere‐Pau; Isenberg, Tobias; Krone, Michael; Baaden, Marc; Byška, Jan; Kozlíková, Barbora; Miao, Haichao; Hauser, Helwig and Alliez, PierreVisualization plays a crucial role in molecular and structural biology. It has been successfully applied to a variety of tasks, including structural analysis and interactive drug design. While some of the challenges in this area can be overcome with more advanced visualization and interaction techniques, others are challenging primarily due to the limitations of the hardware devices used to interact with the visualized content. Consequently, visualization researchers are increasingly trying to take advantage of new technologies to facilitate the work of domain scientists. Some typical problems associated with classic 2D interfaces, such as regular desktop computers, are a lack of natural spatial understanding and interaction, and a limited field of view. These problems could be solved by immersive virtual environments and corresponding hardware, such as virtual reality head‐mounted displays. Thus, researchers are investigating the potential of immersive virtual environments in the field of molecular visualization. There is already a body of work ranging from educational approaches to protein visualization to applications for collaborative drug design. This review focuses on molecular visualization in immersive virtual environments as a whole, aiming to cover this area comprehensively. We divide the existing papers into different groups based on their application areas, and types of tasks performed. Furthermore, we also include a list of available software tools. We conclude the report with a discussion of potential future research on molecular visualization in immersive environments.Item Line Drawing Vectorization via Coarse‐to‐Fine Curve Network Optimization(© 2023 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd., 2023) Bao, Bin; Fu, Hongbo; Hauser, Helwig and Alliez, PierreVectorizing line drawings is a fundamental component of the workflow in various applications such as graphic design and computer animation. A practical vectorization tool is desired to produce high‐quality curves that are faithful to the original inputs and close to the connectivity of human drawings. The existing line vectorization approaches either suffer from low geometry accuracy or incorrect connectivity for noisy inputs or detailed complex drawings. We propose a novel line drawing vectorization framework based on coarse‐to‐fine curve network optimization. Our technique starts with an initial curve network generated by an existing tracing method. It then performs a global optimization which fits the curve network to image centrelines. Finally, our method performs a finer optimization in local junction regions to achieve better connectivity and curve geometry around junctions. We qualitatively and quantitatively evaluate our system on line drawings with varying image quality and shape complexity, and show that our technique outperforms existing works in terms of curve quality and computational time.Item Model‐based Crowd Behaviours in Human‐solution Space(© 2023 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd., 2023) Xiang, Wei; Wang, He; Zhang, Yuqing; Yip, Milo K.; Jin, Xiaogang; Hauser, Helwig and Alliez, PierreRealistic crowd simulation has been pursued for decades, but it still necessitates tedious human labour and a lot of trial and error. The majority of currently used crowd modelling is either empirical (model‐based) or data‐driven (model‐free). Model‐based methods cannot fit observed data precisely, whereas model‐free methods are limited by the availability/quality of data and are uninterpretable. In this paper, we aim at taking advantage of both model‐based and data‐driven approaches. In order to accomplish this, we propose a new simulation framework built on a physics‐based model that is designed to be data‐friendly. Both the general prior knowledge about crowds encoded by the physics‐based model and the specific real‐world crowd data at hand jointly influence the system dynamics. With a multi‐granularity physics‐based model, the framework combines microscopic and macroscopic motion control. Each simulation step is formulated as an energy optimization problem, where the minimizer is the desired crowd behaviour. In contrast to traditional optimization‐based methods which seek the theoretical minimizer, we designed an acceleration‐aware data‐driven scheme to compute the minimizer from real‐world data in order to achieve higher realism by parameterizing both velocity and acceleration. Experiments demonstrate that our method can produce crowd animations that are more realistically behaved in a variety of scales and scenarios when compared to the earlier methods.Item Reference‐based Screentone Transfer via Pattern Correspondence and Regularization(© 2023 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd., 2023) Li, Zhansheng; Zhao, Nanxuan; Wu, Zongwei; Dai, Yihua; Wang, Junle; Jing, Yanqing; He, Shengfeng; Hauser, Helwig and Alliez, PierreAdding screentone to initial line drawings is a crucial step for manga generation, but is a tedious and human‐laborious task. In this work, we propose a novel data‐driven method aiming to transfer the screentone pattern from a reference manga image. This not only ensures the quality, but also adds controllability to the generated manga results. The reference‐based screentone translation task imposes several unique challenges. Since manga image often contains multiple screentone patterns interweaved with line drawing, as an abstract art, this makes it even more difficult to extract disentangled style code from the reference. Also, finding correspondence for mapping between the reference and the input line drawing without any screentone is hard. As screentone contains many subtle details, how to guarantee the style consistency to the reference remains challenging. To suit our purpose and resolve the above difficulties, we propose a novel Reference‐based Screentone Transfer Network (RSTN). We encode the screentone style through a 1D stylegram. A patch correspondence loss is designed to build a similarity mapping function for guiding the translation. To mitigate the generated artefacts, a pattern regularization loss is introduced in the patch‐level. Through extensive experiments and a user study, we have demonstrated the effectiveness of our proposed model.Item A Semi‐Procedural Convolutional Material Prior(© 2023 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd., 2023) Zhou, Xilong; Hašan, Miloš; Deschaintre, Valentin; Guerrero, Paul; Sunkavalli, Kalyan; Kalantari, Nima Khademi; Hauser, Helwig and Alliez, PierreLightweight material capture methods require a material prior, defining the subspace of plausible textures within the large space of unconstrained texel grids. Previous work has either used deep neural networks (trained on large synthetic material datasets) or procedural node graphs (constructed by expert artists) as such priors. In this paper, we propose a semi‐procedural differentiable material prior that represents materials as a set of (typically procedural) grayscale noises and patterns that are processed by a sequence of lightweight learnable convolutional filter operations. We demonstrate that the restricted structure of this architecture acts as an inductive bias on the space of material appearances, allowing us to optimize the weights of the convolutions per‐material, with no need for pre‐training on a large dataset. Combined with a differentiable rendering step and a perceptual loss, we enable single‐image tileable material capture comparable with state of the art. Our approach does not target the pixel‐perfect recovery of the material, but rather uses noises and patterns as input to match the target appearance. To achieve this, it does not require complex procedural graphs, and has a much lower complexity, computational cost and storage cost. We also enable control over the results, through changing the provided patterns and using guide maps to push the material properties towards a user‐driven objective.Item ROI Scissor: Interactive Segmentation of Feature Region of Interest in a Triangular Mesh(© 2023 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd., 2023) Moon, Ji‐Hye; Ha, Yujin; Park, Sanghun; Kim, Myung‐Soo; Yoon, Seung‐Hyun; Hauser, Helwig and Alliez, PierreWe present a simple and effective method for the interactive segmentation of feature regions in a triangular mesh. From the user‐specified radius and click position, the candidate region that contains the desired feature region is defined as geodesic disc on a triangle mesh. A concavity‐aware harmonic field is then computed on the candidate region using the appropriate boundary constraints. An initial isoline is chosen by evaluating the uniformly sampled ones on the harmonic field based on the gradient magnitude. A set of feature points on the initial isoline is selected and the anisotropic geodesics passing through them are then determined as the final segmentation boundary, which is smooth and locally shortest. The experimental results show several segmentation results for various 3D models, revealing the effectiveness of the proposed method.Item Harmonized Portrait‐Background Image Composition(© 2023 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd., 2023) Wang, Yijiang; Li, Yuqi; Wang, Chong; Ye, Xulun; Hauser, Helwig and Alliez, PierrePortrait‐background image composition is a widely used operation in selfie editing, video meeting, and other portrait applications. To guarantee the realism of the composited images, the appearance of the foreground portraits needs to be adjusted to fit the new background images. Existing image harmonization approaches are proposed to handle general foreground objects, thus lack the special ability to adjust portrait foregrounds. In this paper, we present a novel end‐to‐end network architecture to learn both the content features and style features for portrait‐background composition. The method adjusts the appearance of portraits to make them compatible with backgrounds, while the generation of the composited images satisfies the prior of a style‐based generator. We also propose a pipeline to generate high‐quality and high‐variety synthesized image datasets for training and evaluation. The proposed method outperforms other state‐of‐the‐art methods both on the synthesized dataset and the real composited images and shows robust performance in video applications.Item Texture Inpainting for Photogrammetric Models(© 2023 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd., 2023) Maggiordomo, A.; Cignoni, P.; Tarini, M.; Hauser, Helwig and Alliez, PierreWe devise a technique designed to remove the texturing artefacts that are typical of 3D models representing real‐world objects, acquired by photogrammetric techniques. Our technique leverages the recent advancements in inpainting of natural colour images, adapting them to the specific context. A neural network, modified and trained for our purposes, replaces the texture areas containing the defects, substituting them with new plausible patches of texels, reconstructed from the surrounding surface texture. We train and apply the network model on locally reparametrized texture patches, so to provide an input that simplifies the learning process, because it avoids any texture seams, unused texture areas, background, depth jumps and so on. We automatically extract appropriate training data from real‐world datasets. We show two applications of the resulting method: one, as a fully automatic tool, addressing all problems that can be detected by analysing the UV‐map of the input model; and another, as an interactive semi‐automatic tool, presented to the user as a 3D ‘fixing’ brush that has the effect of removing artefacts from any zone the users paints on. We demonstrate our method on a variety of real‐world inputs and provide a reference usable implementation.Item Multi‐agent Path Planning with Heterogenous Interactions in Tight Spaces(© 2023 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd., 2023) Modi, V.; Chen, Y.; Madan, A.; Sueda, S.; Levin, D. I. W.; Hauser, Helwig and Alliez, PierreBy starting with the assumption that motion is fundamentally a decision making problem, we use the world‐line concept from Special Relativity as the inspiration for a novel multi‐agent path planning method. We have identified a particular set of problems that have so far been overlooked by previous works. We present our solution for the global path planning problem for each agent and ensure smooth local collision avoidance for each pair of agents in the scene. We accomplish this by modelling the collision‐free trajectories of the agents through 2D space and time as rods in 3D. We obtain smooth trajectories by solving a non‐linear optimization problem with a quasi‐Newton interior point solver, initializing the solver with a non‐intersecting configuration from a modified Dijkstra's algorithm. This space–time formulation allows us to simulate previously ignored phenomena such as highly heterogeneous interactions in very constrained environments. It also provides a solution for scenes with unnaturally symmetric agent alignments without the need for jittering agent positions or velocities.
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