28-Issue 7
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Item Frontmatter and Cover(The Eurographics Association and Blackwell Publishing Ltd, 2009)Item SecondSkin: An interactive method for appearance transfer(The Eurographics Association and Blackwell Publishing Ltd, 2009) Van Den Hengely, A.; Sale, D.; Dick, A. R.SecondSkin estimates an appearance model for an object visible in a video sequence, without the need for complex interaction or any calibration apparatus. This model can then be transferred to other objects, allowing a non-expert user to insert a synthetic object into a real video sequence so that its appearance matches that of an existing object, and changes appropriately throughout the sequence. As the method does not require any prior knowledge about the scene, the lighting conditions, or the camera, it is applicable to video which was not captured with this purpose in mind. However, this lack of prior knowledge precludes the recovery of separate lighting and surface reflectance information. The SecondSkin appearance model therefore combines these factors. The appearance model does require a dominant light-source direction, which we estimate via a novel process involving a small amount of user interaction. The resulting model estimate provides exactly the information required to transfer the appearance of the original object to new geometry composited into the same video sequence.Item The Dual-microfacet Model for Capturing Thin Transparent Slabs(The Eurographics Association and Blackwell Publishing Ltd, 2009) Dai, Qiang; Wang, Jiaping; Liu, Yiming; Snyder, John; Wu, Enhua; Guo, BainingWe present a new model, called the dual-microfacet, for those materials such as paper and plastic formed by a thin, transparent slab lying between two surfaces of spatially varying roughness. Light transmission through the slab is represented by a microfacet-based BTDF which tabulates the microfacet s normal distribution (NDF) as a function of surface location. Though the material is bounded by two surfaces of different roughness, we approximate light transmission through it by a virtual slab determined by a single spatially-varying NDF. This enables efficient capturing of spatially variant transparent slices. We describe a device for measuring this model over a flat sample by shining light from a CRT behind it and capturing a sequence of images from a single view. Our method captures both angular and spatial variation in the BTDF and provides a good match to measured materials.Item A Shape-Preserving Approach to Image Resizing(The Eurographics Association and Blackwell Publishing Ltd, 2009) Zhang, Guo-Xin; Cheng, Ming-Ming; Hu, Shi-Min; Martin, Ralph R.We present a novel image resizing method which attempts to ensure that important local regions undergo a geometric similarity transformation, and at the same time, to preserve image edge structure. To accomplish this, we define handles to describe both local regions and image edges, and assign a weight for each handle based on an importance map for the source image. Inspired by conformal energy, which is widely used in geometry processing, we construct a novel quadratic distortion energy to measure the shape distortion for each handle. The resizing result is obtained by minimizing the weighted sum of the quadratic distortion energies of all handles. Compared to previous methods, our method allows distortion to be diffused better in all directions, and important image edges are well-preserved. The method is efficient, and offers a closed form solution.Item Interactive Cover Design Considering Physical Constraints(The Eurographics Association and Blackwell Publishing Ltd, 2009) Igarashi, Yuki; Igarashi, Takeo; Suzuki, HiromasaWe developed an interactive system to design a customized cover for a given three-dimensional (3D) object such as a camera, teapot, or car. The system first computes the convex hull of the input geometry. The user segments it into several cloth patches by drawing on the 3D surface. This paper provides two technical contributions. First, it introduces a specialized flattening algorithm for cover patches. It makes each two-dimensional edge in the flattened pattern equal to or longer than the original 3D edge; a smaller patch would fail to cover the object, and a larger patch would result in extra wrinkles. Second, it introduces a mechanism to verify that the user-specified opening would be large enough for the object to be removed. Starting with the initial configuration, the system virtually pulls the object out of the cover while avoiding excessive stretching of cloth patches. We used the system to design real covers and confirmed that it functions as intended.Item Procedural Synthesis using Vortex Particle Method for Fluid Simulation(The Eurographics Association and Blackwell Publishing Ltd, 2009) Yoon, Jong-Chul; Kam, Hyeong Ryeol; Hong, Jeong-Mo; Kang, Shin Jin; Kim, Chang-HunWe propose a fast and effective technique to improve sub-grid visual details of the grid based fluid simulation. Our method procedurally synthesizes the flow fields coming from the incompressible Navier-Stokes solver and the vorticity fields generated by vortex particle method for sub-grid turbulence. We are able to efficiently animate smoke which is highly turbulent and swirling with small scale details. Since this technique does not solve the linear system in high-resolution grids, it can perform fluid simulation more rapidly. We can easily estimate the influence of turbulent and swirling effect to the fluid flow.Item Automatic Correction of Saturated Regions in Photographs using Cross-Channel Correlation(The Eurographics Association and Blackwell Publishing Ltd, 2009) Masood, Syed Z.; Zhu, Jiejie; Tappen, Marshall F.Incorrectly setting the camera s exposure can have a significant negative effect on a photograph. Over-exposing photographs causes pixels to exhibit unpleasant artifacts due to saturation of the sensor. Saturation removal typically involves user intervention to adjust the color values, which is tedious and time-consuming. This paper discusses how saturation can be automatically removed without compromising the essential details of the image. Our method is based on a smoothness prior: neighboring pixels have similar channel ratios and color values. We demonstrate that high quality saturation-free photos can be obtained from a simple but effective approach.Item ProcDef: Local-to-global Deformation for Skeleton-free Character Animation(The Eurographics Association and Blackwell Publishing Ltd, 2009) Ijiri, Takashi; Takayama, Kenshi; Yokota, Hideo; Igarashi, TakeoAnimations of characters with flexible bodies such as jellyfish, snails, and, hearts are difficult to design using traditional skeleton-based approaches. A standard approach is keyframing, but adjusting the shape of the flexible body for each key frame is tedious. In addition, the character cannot dynamically adjust its motion to respond to the environment or user input. This paper introduces a new procedural deformation framework (ProcDef) for designing and driving animations of such flexible objects. Our approach is to synthesize global motions procedurally by integrating local deformations. ProcDef provides an efficient design scheme for local deformation patterns; the user can control the orientation and magnitude of local deformations as well as the propagation of deformation signals by specifying line charts and volumetric fields. We also present a fast and robust deformation algorithm based on shape-matching dynamics and show some example animations to illustrate the feasibility of our framework.Item Approximate on-Surface Distance Computation using Quasi-Developable Charts(The Eurographics Association and Blackwell Publishing Ltd, 2009) Torchelsen, Rafael P.; Pinto, Francisco; Bastos, Rui; Comba, Joao L. D.There is a vast number of applications that require distance field computation over triangular meshes. State-of-the-art algorithms have quadratic or sub-quadratic worst-case complexity, making them impractical for interactive applications. While most of the research on this subject has been focused on reducing the computation complexity of the algorithms, in this work we propose an approximate algorithm that achieves similar results working in lower resolutions of the input meshes. The creation of lower resolution meshes is the essence of our proposal. The idea is to identify regions on the input mesh that can be unfolded into planar regions with minimal area distortion (i.e. quasi-developable charts). Once charts are computed, their interior is re-triangulated to reduce the number of triangles, which results in a collection of simplified charts that we call a base mesh. Due to the properties of quasi-developable regions, we are able to compute distance fields over the base mesh instead of over the input mesh. This reduces the memory footprint and data processed for distance computations, which is the bottleneck of these algorithms. We present results that are one order of magnitude faster than current exact solutions, with low approximation errors.Item Optimizing Structure Preserving Embedded Deformation for Resizing Images and Vector Art(The Eurographics Association and Blackwell Publishing Ltd, 2009) Huang, Qi-xing; Mech, Radomir; Carr, NathanSmart deformation and warping tools play an important part in modern day geometric modeling systems. They allow existing content to be stretched or scaled while preserving visually salient information. To date, these techniques have primarily focused on preserving local shape details, not taking into account important global structures such as symmetry and line features. In this work we present a novel framework that can be used to preserve the global structure in images and vector art. Such structures include symmetries and the spatial relations in shapes and line features in an image. Central to our method is a new formulation of preserving structure as an optimization problem. We use novel optimization strategies to achieve the interactive performance required by modern day modeling applications. We demonstrate the effectiveness of our framework by performing structure preservation deformation of images and complex vector art at interactive rates.Item Flow-Based Automatic Generation of Hybrid Picture Mazes(The Eurographics Association and Blackwell Publishing Ltd, 2009) Wong, Fernando J.; Takahashi, ShigeoA method for automatically generating a picture maze from two different images is introduced throughout this paper. The process begins with the extraction of salient contours and edge tangent flow information from the primary image in order to build the overall maze. Thus, mazes with passages flowing in the main edge directions and walls that effectively represent an abstract version of the primary image can be successfully created. Furthermore, our proposed approach makes possible the use of their solution path as a means of illustrating the main features of the secondary image, while attempting to keep its image motif concealed until the maze has been finally solved. The contour features and intensity of the secondary image are also incorporated into our method in order to determine the areas of the maze to be shaded by allowing the solution path to go through them. Moreover, an experiment has been conducted to confirm that solution paths can be successfully hidden from the participants in the mazes generated using our method.Item Image and Video Abstraction by Anisotropic Kuwahara Filtering(The Eurographics Association and Blackwell Publishing Ltd, 2009) Kyprianidis, Jan Eric; Kang, Henry; Doellner, JuergenWe present a non-photorealistic rendering technique to transform color images and videos into painterly abstractions. It is based on a generalization of the Kuwahara filter that is adapted to the local shape of features, derived from the smoothed structure tensor. Contrary to conventional edge-preserving filters, our filter generates a painting-like flattening effect along the local feature directions while preserving shape boundaries. As opposed to conventional painting algorithms, it produces temporally coherent video abstraction without extra processing. The GPU implementation of our method processes video in real-time. The results have the clearness of cartoon illustrations but also exhibit directional information as found in oil paintings.Item Fast, Sub-pixel Antialiased Shadow Maps(The Eurographics Association and Blackwell Publishing Ltd, 2009) Pan, Minghao; Wang, Rui; Chen, Weifeng; Zhou, Kun; Bao, HujunSolving aliasing artifacts is an essential problem in shadow mapping approaches. Many works have been proposed, however, most of them focused on removing the texel-level aliasing that results from the limited resolution of shadow maps. Little work has been done to solve the pixel-level shadow aliasing that is produced by the rasterization on the screen plane. In this paper, we propose a fast, sub-pixel antialiased shadowing algorithm to solve the pixel aliasing problem. Our work is based on the alias-free shadow maps, which is capable of computing accurate per-pixel shadow, and only incurs little cost to extend to sub-pixel accuracy. Instead of direct supersampling the screen space, we take facets to approximate pixels in shadow testing. The shadowed area of one facet is rapidly evaluated by projecting blocker geometry onto a supersampled 2D occlusion mask with bitmasks fusion. It provides a sub-pixel occlusion sampling so as to capture fine shadow details and features. Furthermore, we introduce the silhouette mask map that limits visibility evaluation to pixels only on the silhouette, which greatly reduces the computation cost. Our algorithm runs entirely on the GPU, achieving real-time performance and is an order of magnitude faster than the brute-force supersampling method to produce comparable 32x antialiased shadows.Item Affective Modelling: Profiling Geometrical Models with Human Emotional Responses(The Eurographics Association and Blackwell Publishing Ltd, 2009) Lo, Cheng-Hung; Chu, Chih-HsingIn this paper, a novel concept, Affective Modelling, is introduced to encapsulate the idea of creating 3D models based on the emotional responses that they may invoke. Research on perceptually-related issues in Computer Graphics focuses mostly on the rendering aspect. Low-level perceptual criteria taken from established Psychology theories or identified by purposefully-designed experiments are utilised to reduce rendering effort or derive quality evaluation schemes. For modelling, similar ideas have been applied to optimise the level of geometrical details. High-level cognitive responses such as emotions/feelings are less addressed in graphics literatures. This paper investigates the possibility of incorporating emotional/affective factors for 3D model creations. Using a glasses frame model as our test case, we demonstrate a methodological framework to build the links between human emotional responses and geometrical features. We design and carry out a factorial experiment to systematically analyse how certain shape factors individually and interactively influence the viewer s impression of the shape of glasses frames. The findings serve as a basis for establishing computational models that facilitate emotionally-guided 3D modelling.Item Variational Surface Approximation and Model Selection(The Eurographics Association and Blackwell Publishing Ltd, 2009) Li, Bao; Schnabel, Ruwen; Jin, Shiyao; Klein, ReinhardWe consider the problem of approximating an arbitrary generic surface with a given set of simple surface primitives. In contrast to previous approaches based on variational surface approximation, which are primarily concerned with finding an optimal partitioning of the input geometry, we propose to integrate a model selection step into the algorithm in order to also optimize the type of primitive for each proxy. Our method is a joint global optimization of both the partitioning of the input surface as well as the types and number of used shape proxies. Thus, our method performs an automatic trade-off between representation complexity and approximation error without relying on a user supplied predetermined number of shape proxies. This way concise surface representations are found that better exploit the full approximative power of the employed primitive types.Item Interactive Rendering of Interior Scenes with Dynamic Environment Illumination(The Eurographics Association and Blackwell Publishing Ltd, 2009) Yue, Yonghao; Iwasaki, Kei; Chen, Bing-Yu; Dobashi, Yoshinori; Nishita, TomoyukiA rendering system for interior scenes is proposed in this paper. The light reaches the interior scene, usually through small regions, such as windows or abat-jours, which we call portals. To provide a solution, suitable for rendering interior scenes with portals, we extend the traditional precomputed radiance transfer approaches. In our approach, a bounding sphere, which we call a shell, of the interior, centered at each portal, is created and the light transferred from the shell towards the interior through the portal is precomputed. Each shell acts as an environment light source and its intensity distribution is determined by rendering images of the scene, viewed from the center of the shell. By updating the intensity distribution of the shell at each frame, we are able to handle dynamic objects outside the shells. The material of the portals can also be modified at run time (e.g. changing from transparent glass to frosted glass). Several applications are shown, including the illumination of a cathedral, lit by skylight at different times of a day, and a car, running in a town, at interactive frame rates, with a dynamic viewpoint.Item Texture Splicing(The Eurographics Association and Blackwell Publishing Ltd, 2009) Liu, Yiming; Wang, Jiaping; Xue, Su; Tong, Xin; Kang, Sing Bing; Guo, BainingWe propose a new texture editing operation called texture splicing. For this operation, we regard a texture as having repetitive elements (textons) seamlessly distributed in a particular pattern. Taking two textures as input, texture splicing generates a new texture by selecting the texton appearance from one texture and distribution from the other. Texture splicing involves self-similarity search to extract the distribution, distribution warping, context-dependent warping, and finally, texture refinement to preserve overall appearance. We show a variety of results to illustrate this operation.Item Image-to-Geometry Registration: a Mutual Information Method exploiting Illumination-related Geometric Properties(The Eurographics Association and Blackwell Publishing Ltd, 2009) Corsini, Massimiliano; Dellepiane, Matteo; Ponchio, Federico; Scopigno, RobertoThis work concerns a novel study in the field of image-to-geometry registration. Our approach takes inspiration from medical imaging, in particular from multi-modal image registration. Most of the algorithms developed in this domain, where the images to register come from different sensors (CT, X-ray, PET), are based on Mutual Information, a statistical measure of non-linear correlation between two data sources. The main idea is to use mutual information as a similarity measure between the image to be registered and renderings of the model geometry, in order to drive the registration in an iterative optimization framework. We demonstrate that some illumination-related geometric properties, such as surface normals, ambient occlusion and reflection directions can be used for this purpose. After a comprehensive analysis of such properties we propose a way to combine these sources of information in order to improve the performance of our automatic registration algorithm. The proposed approach can robustly cover a wide range of real cases and can be easily extended.Item Linkless Octree Using Multi-Level Perfect Hashing(The Eurographics Association and Blackwell Publishing Ltd, 2009) Choi, Myung Geol; Ju, Eunjung; Chang, Jung-Woo; Lee, Jehee; Kim, Young J.The standard C/C++ implementation of a spatial partitioning data structure, such as octree and quadtree, is often inefficient in terms of storage requirements particularly when the memory overhead for maintaining parent-to-child pointers is significant with respect to the amount of actual data in each tree node. In this work, we present a novel data structure that implements uniform spatial partitioning without storing explicit parent-to-child pointer links. Our linkless tree encodes the storage locations of subdivided nodes using perfect hashing while retaining important properties of uniform spatial partitioning trees, such as coarse-to-fine hierarchical representation, efficient storage usage, and efficient random accessibility. We demonstrate the performance of our linkless trees using image compression and path planning examples.Item An Intuitive Interface for Interactive High Quality Image-Based Modeling(The Eurographics Association and Blackwell Publishing Ltd, 2009) Habbecke, Martin; Kobbelt, LeifWe present the design of an interactive image-based modeling tool that enables a user to quickly generate detailed 3D models with texture from a set of calibrated input images. Our main contribution is an intuitive user interface that is entirely based on simple 2D painting operations and does not require any technical expertise by the user or difficult pre-processing of the input images. One central component of our tool is a GPU-based multi-view stereo reconstruction scheme, which is implemented by an incremental algorithm, that runs in the background during user interaction so that the user does not notice any significant response delay.