VMV16
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Browsing VMV16 by Subject "I.3.3 [Computer Graphics]"
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Item Artistic Composition for Painterly Rendering(The Eurographics Association, 2016) Lindemeier, Thomas; Spicker, Marc; Deussen, Oliver; Matthias Hullin and Marc Stamminger and Tino WeinkaufWe present a technique for painterly renderings that follows a decomposition of the canvas into a set of regions and layers (coarse to fine). The regions reflect the spatial arrangement of the composition and the order in which the painting is to be created (typically back to front), and are produced in a way that new strokes only minimally paint over existing ones. Layers reflect the application of tools and are optimized for certain brush sizes. The number of strokes and colors that are needed to represent an input image are minimized by this decomposition, which is good for software, but essential for hardware-based rendering. Our method allows us to apply different painting styles to different regions as well as layers, and to create painterly renderings with more artistic freedom. We demonstrate our decomposition technique on images that are processed using hierarchical segmentation techniques.Item A Deferred Rendering Pipeline Including a Global Illumination Model for Atmospheric Scattering and Transparency(The Eurographics Association, 2016) Heppner, S.; Dransfeld, M.; Domik, G.; Oleg LobachevAbstract This poster presents suitable global illumination models for atmospheric scattering in outdoor scenes combined with a deferred rendering pipeline which offers the possibility of rendering transparent objects. The use case is a HIL simulation for camera based ADAS tests that require a realistic rendering of outdoor scenes.Item Geodesic Iso-Curve Signature(The Eurographics Association, 2016) Gehre, Anne; Bommes, David; Kobbelt, Leif; Matthias Hullin and Marc Stamminger and Tino WeinkaufDuring the last decade a set of surface descriptors have been presented describing local surface features. Recent approaches [COO15] have shown that augmenting local descriptors with topological information improves the correspondence and segmentation quality. In this paper we build upon the work of Tevs et al. [TBW 11] and Sun and Abidi [SA01] by presenting a surface descriptor which captures both local surface properties and topological features of 3D objects. We present experiments on shape repositories that are provided with ground-truth correspondences (FAUST, SCAPE, TOSCA) which show that this descriptor outperforms current local surface descriptors.Item Gloss Editing in Light Fields(The Eurographics Association, 2016) Gryaditskaya, Yulia; Masia, Belen; Didyk, Piotr; Myszkowski, Karol; Seidel, Hans-Peter; Matthias Hullin and Marc Stamminger and Tino WeinkaufWith the improvement of both acquisition techniques, and computational and storage capabilities, we are witnessing an increasing presence of multidimensional scene representations. Two-dimensional, conventional images are gradually losing their hegemony, leaving room for novel formats. Among these, light fields are gaining importance, further propelled by the recent reappearance of virtual reality. Content generation is one of the stumbling blocks in this realm, and light fields are one of the main input sources of content. As their use becomes more common, a key challenge is the ability to edit or modify the appearance of the objects in the light field. This paper presents a method for manipulating the appearance of gloss in light fields. In particular, we propose a multidimensional filtering approach in which the specular highlights are filtered in the spatial and angular domains to target a desired increase of the material roughness. The filtering kernel is computed based on surface normals and view direction. Our technique generates angularly-coherent plausible edits in both synthetic and captured light fields.Item Icosahedral Maps for a Multiresolution Representation of Earth Data(The Eurographics Association, 2016) Jubair, Mohammad Imrul; Alim, Usman; Röber, Niklas; Clyne, John; Mahdavi-Amiri, Ali; Matthias Hullin and Marc Stamminger and Tino WeinkaufThe icosahedral non-hydrostatic (ICON) model is a digital Earth model based on an icosahedral representation and used for numerical weather prediction. In this paper, we introduce icosahedral maps that are designed to fit the geometry of different cell configurations in the ICON model. These maps represent the connectivity information in ICON in a highly structured two-dimensional hexagonal representation that can be adapted to fit different cell configurations. Our maps facilitate the execution of a multiresolution analysis on the ICON model. We demonstrate this by applying a hexagonal version of the discrete wavelet transform in conjunction with our icosahedral maps to decompose ICON data to different levels of detail and to compress it via a thresholding of the wavelet coefficients.Item Singularities of the Inertial Flow Map Gradient(The Eurographics Association, 2016) Günther, Tobias; Theisel, Holger; Matthias Hullin and Marc Stamminger and Tino WeinkaufInertial particles are finite-sized objects that are carried by flows, for example sand particles in air. In contrast to massless tracer particles, the trajectories of inertial particles can intersect in space-time. When this occurs, the inertial flow map gradient becomes singular. This has an impact on visualization concepts that require the flow map gradient to be invertible. An example are influence curves, which allow to move inertial particles backward in time and thereby avoid the numerically ill-posed inertial backward integration. In this paper, we show that singularities of the inertial flow map gradient can act as poles for influence curves, i.e., as structures that influence curves cannot cross. Influence curves thereby decay into disconnected pieces. We extract singularities in space-time and propose a simple approach to extract influence curves even when they are spatially disconnected. We demonstrate the extraction techniques and discuss the role of singularities in a number of 2D vector fields.Item Variable Length Coding for GPU-Based Direct Volume Rendering(The Eurographics Association, 2016) Guthe, Stefan; Goesele, Michael; Matthias Hullin and Marc Stamminger and Tino WeinkaufThe sheer size of volume data sampled in a regular grid requires efficient lossless and lossy compression algorithms that allow for on-the-fly decompression during rendering. While all hardware assisted approaches are based on fixed bit rate block truncation coding, they suffer from degradation in regions of high variation while wasting space in homogeneous areas. On the other hand, vector quantization approaches using texture hardware achieve an even distribution of error in the entire volume at the cost of storing overlapping blocks or bricks. However, these approaches suffer from severe blocking artifacts that need to be smoothed over during rendering. In contrast to existing approaches, we propose to build a lossy compression scheme on top of a state-of-the-art lossless compression approach built on non-overlapping bricks by combining it with straight forward vector quantization. Due to efficient caching and load balancing, the rendering performance of our approach improves with the compression rate and can achieve interactive to real-time frame rates even at full HD resolution.