PG: Pacific Graphics Short Papers
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Browsing PG: Pacific Graphics Short Papers by Subject "Applications"
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Item Automatic 3D Posing from 2D Hand-Drawn Sketches(The Eurographics Association, 2014) Gouvatsos, Alexandros; Xiao, Zhidong; Marsden, Neil; Zhang, Jian J.; John Keyser and Young J. Kim and Peter WonkaInferring the 3D pose of a character from a drawing is a non-trivial and under-constrained problem. Solving it may help automate various parts of an animation production pipeline such as pre-visualisation. In this paper, a novel way of inferring the 3D pose from a monocular 2D sketch is proposed. The proposed method does not make any external assumptions about the model, allowing it to be used on different types of characters. The 3D pose inference is formulated as an optimisation problem and a parallel variation of the Particle Swarm Optimisation algorithm called PARAC-LOAPSO is utilised for searching the minimum. Testing in isolation as well as part of a larger scene, the presented method is evaluated by posing a lamp and a horse character. The results show that this method is robust and is able to be extended to various types of models.Item Ellipsoidal Cube Maps for Accurate Rendering of Planetary-Scale Terrain Data(The Eurographics Association, 2012) Lambers, Martin; Kolb, Andreas; Chris Bregler and Pedro Sander and Michael WimmerAdvances in sensor technology lead to a rapidly growing number of terrain data sets with very high spatial resolution. To allow reliable visual analysis of this data, terrain data for planetary objects needs to be rendered with accurate reproduction of every detail. This combination of very large scale and very fine detail is challenging for multiple reasons: the numerical accuracy of typical data types is not sufficient, simple spherical planet models fail to accurately represent the data, and distortions in map projections used for data storage lead to sampling problems. In this paper, we propose the Ellipsoidal Cube Map model to address these problems. We demonstrate the possibilities of the model using a simple renderer implementation that achieves interactive frame rates for a variety of data sets for Earth, Moon, and Mars.Item Icon Set Selection via Human Computation(The Eurographics Association, 2016) Laursen, Lasse Farnung; Koyama, Yuki; Chen, Hsiang-Ting; Garces, Elena; Gutierrez, Diego; Harper, Richard; Igarashi, Takeo; Eitan Grinspun and Bernd Bickel and Yoshinori DobashiPicking the best icons for a graphical user interface is difficult. We present a new method which, given several icon candidates representing functionality, selects a complete icon set optimized for comprehensibility and identifiability. These two properties are measured using human computation. We apply our method to a domain with a less established iconography and produce several icon sets. To evaluate our method, we conduct a user study comparing these icon sets and a designer-picked set. Our estimated comprehensibility score correlate with the percentage of correctly understood icons, and our method produces an icon set with a higher comprehensibility score than the set picked by an involved icon designer. The estimated identifiability score and related tests did not yield significant findings. Our method is easy to integrate in traditional icon design workflow and is intended for use by both icon designers, and clients of icon designers.Item Interactive Exploration of 4D Geometry with Volumetric Halos(The Eurographics Association, 2013) Wang, Weiming M.; Yan, Xiaoqi Q.; Fu, Chi-Wing; Hanson, Andrew J.; Heng, Pheng Ann; Bruno Levy and Xin Tong and KangKang YinHalos have been employed as a compelling illustrative hint in many applications to promote depth perception and to emphasize occlusion effects among projected objects. We generalize the application of halo methods from the widely-used domain of 2D projections of 3D objects to the domain of 3D projections of 4D objects. Since 4D imaging involves a projection from 4D geometry (such as a surface with 4D vertices) to a 3D image, such projection typically produces intersecting surfaces, and thus occlusion phenomena result in apparent curves in 3D space. Adding volumetric halos to the surfaces then gives useful information about the spatial relations of intersecting surfaces, and allows a more accurate perception of the geometry. A typical application is knotted spheres embedded in 4D, and the volumetric halos perform the same function as traditional knot diagrams do in 2D drawings of 3D knotted curves. In addition, we design a series of GPU-based algorithms to achieve real-time updating of the halo-enhanced image when the geometry is interactively rotated in 4D.Item Scene Segmentation and Understanding for Context-Free Point Clouds(The Eurographics Association, 2014) Spina, Sandro; Debattista, Kurt; Bugeja, Keith; Chalmers, Alan; John Keyser and Young J. Kim and Peter WonkaThe continuous development of new commodity hardware intended to capture the surface structure of objects is quickly making point cloud data ubiquitous. Scene understanding methods address the problem of determining the objects present in a point cloud which, dependant on sensor capabilities and object occlusions, is normally noisy and incomplete. In this paper, we propose a novel technique which enables automatic identification of semantically meaningful structures within point clouds acquired using different sensors on a variety of scenes. The representation model, namely the structure graph, with nodes representing planar surface segments, is computed over these point clouds to help with the identification task. In order to accommodate for more complex objects (e.g. chair, couch, cabinet, table), a training process is used to determine and concisely describe, within each object's structure graph, its important shape characteristics. Results on a variety of point clouds show how our method can quickly discern certain object types.