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Item 2LIP: Filling The Gap Between The Current And The Three-Dimensional Web(The Eurographics Association, 2009) Jankowski, Jacek; Decker, Stefan; Dieter W. Fellner and Alexei Sourin and Johannes Behr and Krzysztof WalczakParadigm (2LIP), for designing simple yet interactive 3D web applications, an attempt to marry advantages of 3D experience with the advantages of the narrative structure of hypertext. The hypertext information, together with graphics, and multimedia, is presented semi-transparently on the foreground layer. It overlays the 3D representation of the information displayed in the background of the interface. Hyperlinks are used for navigation in the 3D scenes (in both layers). We introduce a reference implementation of 2LIP: Copernicus - The Virtual 3D Encyclopedia, which can become a model for building 3D Wikipedia. Based on the evaluation of Copernicus we show that designing web interfaces according to 2LIP provides users with a better experience during browsing the Web, has a positive effect on the visual and associative memory, improves spatial cognition of presented information, and increases overall user's satisfaction without harming the interaction.Item 3-D Reconstitution and Virtual Reality of World Heritage Site in Danger: the Citadel of Bam(The Eurographics Association, 2007) Andaroodi, Elham; Matini, Mohammad-Reza; Abe, Nobuaki; Ono, K.; Kawai, T.; Bernd Froehlich and Roland Blach and Robert van LiereThis paper presents research in progress on 3-D computer simulation and a virtual reality demonstration of a world heritage site that was destroyed in the earthquake (the citadel of Bam). In a comparative study with other examples of VR of cultural heritage, the approach of this research is introduced as analytic and comparative 3-D modelling (mostly as mesh or poly modelling) using diverse data resources such as 2-D maps, photos, etc. and VR demonstration of ten case studies as the result of first phase of the research.Item 3D Curve-Skeleton Extraction Algorithm Using a Pseudo-Normal Vector Field(The Eurographics Association, 2010) Pantuwong, Natapon; Sugimoto, Masanori; Reinhard Koch and Andreas Kolb and Christof Rezk-SalamaA curve skeleton is a line representation of a 3D object. It is useful in many applications, such as animation, shape matching or scientific analysis. The method described in this paper extracts a curve skeleton from the vector field which is created inside the 3D object. The topology of the vector field is analyzed to obtain the curve skeleton. In contrast with previous methods, the vector field is calculated using a pseudo-normal vector. Furthermore, by using the proposed skeleton-growing method, the vector field topology need not be computed for every voxel. Therefore, the proposed approach requires significantly less computation compared with previous vector field-based approaches, while still capturing all important parts of 3D object. The proposed method is very useful for any applications, especially real-time applications such as quick animation production and prototyping of graphical systems.Item 3D Digitizing and Visualizing a Prehistoric Portable Art Object: a 12,000 Years Old "Bâton Percé"(The Eurographics Association, 2010) Subsol, Gerard; Bourdin, Pierre; Duranthon, Francis; Braga, J.; Alessandro Artusi and Morwena Joly and Genevieve Lucet and Denis Pitzalis and Alejandro RibesIn this paper, we present some results on 3D digitizing and visualizing a prehistoric portable art object. This 12,000 years old artifact was scanned with a surface scanner and with two volume scanners. With this last device, we can reach a high resolution which allows one to distinguish the engravings. It is not so easy to visualize and interact in 3D with such a complex object and we describe a framework composed of a stereoscopic visualization system coupled with a low-cost tangible interface based on a Wiimote.Item 3D Discrete Skeleton Generation by Wave Propagation on PR-Octree for Finite Element Mesh Sizing(The Eurographics Association, 2004) Quadros, W. R.; Shimada, K.; Owen, S. J.; Gershon Elber and Nicholas Patrikalakis and Pere BrunetThis paper proposes a new algorithm to generate a disconnected, three-dimensional (3D) skeleton and an application of such a skeleton to generate a finite element (FE) mesh sizing function of a solid. The mesh sizing function controls the element size and the gradient, and it is crucial in generating a desired FE mesh. Here, a geometry-based mesh sizing function is generated using a skeleton. A discrete skeleton is generated by propagating a wave from the boundary towards the interior on an octree lattice of an input solid model. As the wave propagates, the distance from the boundary and direction of the wave front are calculated at the lattice-nodes (vertices) of the new front. An approximate Euclidean distance metric is used to calculate the distance traveled by the wave. Skeleton points are generated at the region where the opposing fronts meet. The distance at these skeleton points is used to measure both proximity between geometric entities and feature size, and is utilized to generate the mesh size at the lattice-nodes. The proposed octree-based skeleton is more accurate and efficient than traditional voxel-based skeleton and proves to be great tool for mesh sizing function generation.Item 3D Face Reconstruction with Silhouette Constraints(The Eurographics Association, 2016) Hu, Qiyang; Zwicker, Matthias; Favaro, Paolo; Matthias Hullin and Marc Stamminger and Tino WeinkaufIn this paper we introduce silhouette constraints to improve the quality of unconstrained 3D face reconstruction. Previously, state of the art unconstrained 3D face reconstruction techniques relied solely on photometric consistency and matching sparse facial landmarks. We show that constraining the silhouettes of the 3D reconstruction to match silhouettes in the input images can further improve reconstruction quality. Our technique automatically detects silhouettes and iteratively matches silhouette points computed from the current 3D reconstruction with silhouettes in the input images. We demonstrate that our results improve on the previous state of the art in unconstrained 3D face reconstruction and that our additional constraints can easily be included in the iterative reconstruction at little additional cost.Item 3D Ground Reaction Force Visualization onto Training Video for Sprint Training Support System(The Eurographics Association, 2017) Taketomi, Takafumi; Yoshitake, Yasuhide; Yamamoto, Goshiro; Sandor, Christian; Kato, Hirokazu; Tony Huang and Arindam DeyWe propose a method for visualizing 3D ground reaction forces for sprint training. Currently, sprinters can check their 3D ground force data using a 2D graph representation. In order to check the relationship between 3D ground force and their sprint form, they must check the 2D graph and a training video repeatedly. To allow simultaneous observation of the 2D graph and the training video, we use a mixed reality technology to overlay 3D ground reaction force onto the training video. In this study, we focus on 2D-3D registration between the image sequence and 3D ground reaction data. We achieved 2D-3D registration by using a constrained bundle adjustment approach. In the experiment, we apply our method to the training videos. The results confirm that our method can correctly overly 3D ground reaction force onto the videos.Item 3D Human Body Skeleton Extraction from Consecutive Surfaces(The Eurographics Association, 2019) Zhang, Yong; Tan, Fei; Wang, Shaofan; Kong, Dehui; Yin, Baocai; Lee, Jehee and Theobalt, Christian and Wetzstein, GordonExtracting human body skeletons from consecutive surfaces is an important research topic in the fields of computer graphics and human computer interaction, especially in posture estimation and skeleton animation. Current approaches mainly suffer from following problems: insufficient time and space continuity, not robust to background, ambient noise, etc. Our approach is to improve against these shortcomings. This paper proposes a 3D human body skeleton extraction method from consecutive meshes. We extract the consistent skeletons from consecutive surfaces based on shape segmentation and construct skeleton sequences, then we use the continuous frame skeleton point optimization model we proposed to optimize the skeleton sequences, generating the final skeleton point sequences which are more accurate. Finally, we verify that our method can obtain more complete and accurate skeletons compared to other methods through many experiments.Item 3D Image Analysis and Synthesis at MPI Informatik(The Eurographics Association, 2005) Theobalt, Christian; Magnor, Marcus A.; Seidel, Hans-Peter; Mike ChantlerIn the talk, we give a brief overview of the research done in the Computer Graphics Group and the Graphics- Optics-Vision Group of the Max-Planck-Institut für Informatik in the area of 3D Image Analysis and Synthesis. In this context, we address the whole pipeline ranging from the acquisition of computational scene models, over the algorithmic processing of these scene descriptions, to their photo-realistic rendition in the computer. This paper illustrates the questions that we are trying to answer by means of one of our research projects, video-based rendering. We have developed a model-based system to acquire, reconstruct and render free-viewpoint videos of human actors that nicely illustrates the concept of 3D Image Analysis and Synthesis.Item 3D Mobility Learning and Regression of Articulated, Tracked Robotic Vehicles by Physics-based Optimization(The Eurographics Association, 2012) Papadakis, Panagiotis; Pirri, Fiora; Jan Bender and Arjan Kuijper and Dieter W. Fellner and Eric GuerinMotion planning for robots operating on 3D rough terrain requires the synergy of various robotic capabilities, from sensing and perception to simulation, planning and prediction. In this paper, we focus on the higher level of this pipeline where by means of physics-based simulation and geometric processing we extract the information that is semantically required for an articulated, tracked robot to optimally traverse 3D terrain. We propose a model that quantifies 3D traversability by accounting for intrinsic robot characteristics and articulating capabilities together with terrain characteristics. By building upon a set of generic cost criteria for a given robot state and 3D terrain patch, we augment the traversability cost estimation by: (i) unifying pose stabilization with traversability cost estimation, (ii) introducing new parameters into the problem that have been previously overlooked and (iii) adapting geometric computations to account for the complete 3D robot body and terrain surface. We apply the proposed model on a state-of-the-art Search and Rescue robot by performing a plurality of tests under varying conditions and demonstrate its efficiency and applicability in real-time.Item 3D Model Deformation in VR Using CUBE(The Eurographics Association, 2017) Lim, Seong-Jae; Hwang, Bon-Woo; Yoon, Seung-Uk; Choi, Jin Sung; Park, Chang-Joon; Tony Huang and Arindam DeyWe propose an easy and simple method that deforms a 3D model in VR. The proposed method easily manipulates 3D models which are difficult to handle in VR environment by using semantic shape deformation technique and NUI which is easy to operate with one hand.Item 3D Modeling in a Web Browser to Formulate Content-Based 3D Queries(The Eurographics Association, 2009) Berndt, René; Havemann, Sven; Fellner, Dieter W.; Dieter W. Fellner and Alexei Sourin and Johannes Behr and Krzysztof WalczakWe present a framework for formulating domain-dependent 3D search queries suitable for content-based 3D search over the web. Users are typically not willing to spend much time to create a 3D query object. They expect to quickly see a result set in which they can navigate by further differentiating the query object. Our system innovates by using a streamlined parametric 3D modeling engine on both client and server side. Parametric tools have greater expressiveness, they allow shape manipulation through a few highlevel parameters, as well as incremental assembly of query objects. Short command strings are sent from client to server to keep the query objects on both sides in sync. This reduces turnaround times and allows asynchronous updates of live result sets.Item 3D Pipeline from Data Acquisition to Data Visualization of the Hellenistic-Roman Theatre of Paphos(The Eurographics Association, 2010) Gabrielli, Roberto; D'Andrea, Andrea; Angelini, Andrea; Amico, Nicola; Iannone, Giancarlo; Georgiou, Ropertos; Alessandro Artusi and Morwena Joly and Genevieve Lucet and Denis Pitzalis and Alejandro RibesIn this paper is described the fusion of two different technologies for the three dimensional acquisition of the Hellenistic-Roman Theatre of Paphos located at the island of Cyprus. A laser scanner and an innovative device for the aerial photogrammetry have been used for this purpose. Despite the size of the archaeological site and the complexity of the survey; it has been possible in a short time to acquire the whole theatre using photogrammetric and laser scanning techniques. The final result is the complete 3D model of the theatre at present, which was used for 3D stereoscopic vision simulation.Item 3D Real-Time Hydraulic Erosion Simulation using Multi-Layered Heightmaps(The Eurographics Association, 2024) Nilles, Alexander Maximilian; Günther, Lars; Wagner, Tobias; Müller, Stefan; Linsen, Lars; Thies, JustusWe present a novel method for real-time 3D hydraulic erosion simulation of large-scale terrain. Existing hydraulic erosion methods based on heightmaps and the virtual pipes method are extended to multi-layered heightmaps that can represent more complex 3D features. Our new method for horizontal erosion is able to create overhangs, arches and to some extent caves by allowing water to erode horizontally adjacent bedrock, eventually splitting a column into two new columns. Additionally, we developed an iterative method for bedrock support check that efficiently prevents floating terrain and unrealistic overhangs by propagating bedrock connectivity while incorporating the weight of each column. We implement our method in CUDA, using only features that are also available in standard compute shaders. On a RTX 3070, the resulting method runs at approximately 6ms and 23ms per simulation step for resolutions of 20482 and 40962, respectively.Item 3D Reconstruction of Archaeological Sites Using Photogrammetry(The Eurographics Association, 2010) Dutailly, Bruno; Mora, Pascal; Vergnieux, Robert; Alessandro Artusi and Morwena Joly and Genevieve Lucet and Denis Pitzalis and Alejandro RibesThe 3D reconstructionof an archaeological site is a difficult task, taking into account the available documentation. Our team, supported by the TGE Adonis, is specialized in 3D reconstruction and conservation of 3D data. We already use numerous sources, like excavation documentation, ancient texts, any kind of representation, land surveys, in-situ pictures, laser or time of flight scannography, and experiments of archaeologists, anthropologists and architects. Since the 80's, each model we produce are scientifically checked by specialists, and regularly updated to follow new knowledges and investigations. In this paper, we present the use of photogrammetry to reconstruct a 3D model of an archaeological site, as a new source of data, less expensive and more accessible than scanners.We present concrete cases: a chapel (12 century p.C., Moissac, France), catacombs of St Pierre et Marcellin (250 p.C., Rome, Italy) and a roman coin (5 a.C., Loron, Croatia). The question of scale and texture mapping is explored through the software like photomodeler and PMVS. Finaly, we discuss the accuracy of photogrammetry in comparison to scanners, the accessibility of this technique to archaeologists, and the interest for fragile artefacts in museums.Item 3D S.O.M.- A Commercial Software Solution to 3D Scanning(The Eurographics Association, 2003) Baumberg, A.; Lyons, A.; Taylor, R.; Peter Hall and Philip WillisThis paper describes the novel features of a commercial software-only solution to 3D scanning - the 3D Software Object Modeller (3D S.O.M.). Our work is motivated by the desire to produce a low-cost, portable 3D scanning system based on hand-held digital photographs. We describe the novel techniques we have employed to achieve a robust software-based system in the areas of camera calibration, surface generation and texture extraction.Item 3D Shape Cropping(The Eurographics Association, 2013) Franco, Jean-Sebastien; Petit, Benjamin; Boyer, Edmond; Michael Bronstein and Jean Favre and Kai HormannWe introduce shape cropping as the segmentation of a bounding geometry of an object as observed by sensors with different modalities. Segmenting a bounding volume is a preliminary step in many multi-view vision applications that consider or require the recovery of 3D information, in particular in multi-camera environments. Recent vision systems used to acquire such information often combine sensors of different types, usually color and depth sensors. Given depth and color images we present an efficient geometric algorithm to compute a polyhedral bounding surface that delimits the region in space where the object lies. The resulting cropped geometry eliminates unwanted space regions and enables the initialization of further processes including surface refinements. Our approach exploits the fact that such a region can be defined as the intersection of 3D regions identified as non empty in color or depth images. To this purpose, we propose a novel polyhedron combination algorithm that overcomes computational and robustness issues exhibited by traditional intersection tools in our context. We show the correction and effectiveness of the approach on various combination of inputs.Item 3D Shape Matching based on Geodesic Distance Distributions(The Eurographics Association, 2012) Martinek, Michael; Ferstl, Matthias; Grosso, Roberto; Michael Goesele and Thorsten Grosch and Holger Theisel and Klaus Toennies and Bernhard PreimIn this work, we present a signature for 3D shapes which is based on the distribution of geodesic distances. Our shape descriptor is invariant with respect to rotation and scaling as well as articulations of the object. It consists of shape histograms which reflect the geodesic distance distribution of randomly chosen pairs of surface points as well as the distribution of geodesic eccentricity and centricity. We show, that a combination of these shape histograms provides good discriminative power to find similar objects in 3D databases even if they are differently articulated. In order to improve the efficiency of the feature extraction, we employ a fast voxelization method and compute the geodesic distances on a boundary voxel representation of the objects.Item 3D Sketch Recognition for Interaction in Virtual Environments(The Eurographics Association, 2010) Rausch, Dominik; Assenmacher, Ingo; Kuhlen, Torsten; Kenny Erleben and Jan Bender and Matthias TeschnerWe present a comprehensive 3D sketch recognition framework for interaction within Virtual Environments that allows to trigger commands by drawing symbols, which are recognized by a multi-level analysis. It proceeds in three steps: The segmentation partitions each input line into meaningful segments, which are then recognized as a primitive shape, and finally analyzed as a whole sketch by a symbol matching step. The whole framework is configurable over well-defined interfaces, utilizing a fuzzy logic algorithm for primitive shape learning and a textual description language to define compound symbols. It allows an individualized interaction approach that can be used without much training and provides a good balance between abstraction and intuition. We show the real-time applicability of our approach by performance measurements.Item 3D Strokes on Visible Structures in Direct Volume Rendering(The Eurographics Association, 2013) Wiebel, Alexander; Preis, Philipp; Vos, Frans M.; Hege, Hans-Christian; Mario Hlawitschka and Tino WeinkaufIn this paper we describe VisiTrace, a novel technique to draw 3D lines in direct volume rendered images. It allows to draw strokes in the 2D space of the screen to produce 3D lines that run on top or in the center of structures visible in the rendering. It is able to ignore structures that shortly occlude the structure that has been visible at the start of the stroke. For this purpose a shortest path algorithm finding the optimal curve in a specially designed graph is employed. We demonstrate the usefulness of the technique by applying it to image data from medicine and engineering, and show how it can be used to mark structures in the example data, and to automatically obtain good views toward these structures enabling faster navigation in the rendering.