PG2016short
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Browsing PG2016short by Subject "I.3.7 [Computer Graphics]"
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Item Dynamic Skin Deformation Simulation Using Musculoskeletal Model and Soft Tissue Dynamics(The Eurographics Association, 2016) Murai, Akihiko; Hong, Q. Youn; Yamane, Katsu; Hodgins, Jessica K.; Eitan Grinspun and Bernd Bickel and Yoshinori DobashiDeformation of skin and muscle is essential for bringing an animated character to life. This deformation is difficult to animate in a realistic fashion using traditional techniques because of the subtlety of the skin deformations that must move appropriately for the character design. In this paper, we present an algorithm that generates natural, dynamic, and detailed skin deformation (movement and jiggle) from joint angle data sequences. The algorithm consists of two steps: identification of parameters for a quasi-static muscle model using a musculoskeletal model and a short sequence of skin deformation data, and simulation of dynamic muscle and soft tissue deformation with quasi-static muscle shape and a mass-spring-damper system. We demonstrate our method using skeletal motion capture data of a subject (whose data is not used for training) to create appropriate skin deformations for muscle co-contraction and external impacts. Experimental results show that the simulated skin deformations are quantitatively and qualitatively similar to the measured actual skin deformations.Item Local Detail Enhancement for Volume Rendering under Global Illumination(The Eurographics Association, 2016) Zheng, Jinta; Zhang, Tianjin; Qin, Jing; Eitan Grinspun and Bernd Bickel and Yoshinori DobashiWe present a novel method for realistic perception enhanced volume rendering. Compared with traditional lighting systems, that either tend to eliminate important local shapes and details in volume data or cannot offer interactive global illumination, our method can enhance the edges and curvatures within a volume under global illumination through a user-friendly interface. We first propose an interactive volumetric lighting model to both simulate scattering and enhance the local detail information. In this model, users only need to determine a key light source. Next, we propose a new cue to intensify the shape perception by enhancing the local edges and details. The cue can be pre-computed and thus we can still keep the rendering process running real-time. Experiments on a variety of volume data demonstrate that the proposed method can generate more details, and hence more realistic rendering results.Item Modified Filtered Importance Sampling for Virtual Spherical Gaussian Lights(The Eurographics Association, 2016) Tokuyoshi, Yusuke; Eitan Grinspun and Bernd Bickel and Yoshinori DobashiThis paper proposes a modification of the filtered importance sampling (FIS) method, and improves the quality of virtual spherical Gaussian light (VSGL) based real-time glossy indirect illumination using this modification. The original FIS method produces large overlaps of and gaps between filtering kernels for high-frequency probability density functions (PDFs). This is because the size of the filtering kernel is determined using the PDF at the sampled center of the kernel. To reduce those overlaps and gaps, this paper determines the kernel size using the integral of the PDF in the filtering kernel. Our key insight is that these integrals are approximately constant, if kernel centers are sampled using stratified sampling. Therefore, an appropriate kernel size can be obtained by solving this integral equation. Using the proposed kernel size for FIS-based VSGL generation, undesirable artifacts are significantly reduced with a negligibly small overhead.Item Optimized Route for Crowd Evacuation(The Eurographics Association, 2016) Wong, Sai-Keung; Wang, Yu-Shuen; Tang, Pao-Kun; Tsai, Tsung-Yu; Eitan Grinspun and Bernd Bickel and Yoshinori DobashiAn evacuation plan helps people move away from an area or a building. To achieve a fast evacuation, we present an algorithm to compute the optimal route for each local region. The idea is to reduce congestion and to maximize the number of evacuees arriving at exits in every time span. Our system considers the crowd distribution, exit locations, and corridor widths when determining the optimal routes. It also simulates crowd movements during the route optimization. To implement this idea, we expect that neighboring crowds who take different evacuation routes should arrive at respective exits nearly at the same time. If this is not the case, our system updates the routes of the slower crowds. Given that crowd simulation is non-linear, the optimal route is computed in an iterative manner. The process repeats until an optimal state is achieved. Experiment results demonstrate the feasibility of our evacuation route optimization.