39-Issue 1
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Item 2019_editorial_v2(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Hauser, Helwig; Benes, Bedrich; Benes, Bedrich and Hauser, HelwigItem Accelerating Distributed Graphical Fluid Simulations with Micro‐partitioning(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Qu, Hang; Mashayekhi, Omid; Shah, Chinmayee; Levis, Philip; Benes, Bedrich and Hauser, HelwigGraphical fluid simulations are CPU‐bound. Parallelizing simulations on hundreds of cores in the computing cloud would make them faster, but requires evenly balancing load across nodes. Good load balancing depends on manual decisions from experts, which are time‐consuming and error prone, or dynamic approaches that estimate and react to future load, which are non‐deterministic and hard to debug.This paper proposes Birdshot scheduling, an automatic and purely static load balancing algorithm whose performance is close to expert decisions and reactive algorithms without their difficulty or complexity. Birdshot scheduling's key insight is to leverage the high‐latency, high‐throughput, full bisection bandwidth of cloud computing nodes. Birdshot scheduling splits the simulation domain into many micro‐partitions and statically assigns them to nodes randomly. Analytical results show that randomly assigned micro‐partitions balance load with high probability. The high‐throughput network easily handles the increased data transfers from micro‐partitions, and full bisection bandwidth allows random placement with no performance penalty. Overlapping the communications and computations of different micro‐partitions masks latency.Experiments with particle‐level set, SPH, FLIP and explicit Eulerian methods show that Birdshot scheduling speeds up simulations by a factor of 2‐3, and can out‐perform reactive scheduling algorithms. Birdshot scheduling performs within 21% of state‐of‐the‐art dynamic methods that require running a second, parallel simulation. Unlike speculative algorithms, Birdshot scheduling is purely static: it requires no controller, runtime data collection, partition migration or support for these operations from the programmer.Item Automatic Design of Cable‐Tensioned Glass Shells(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Laccone, Francesco; Malomo, Luigi; Froli, Maurizio; Cignoni, Paolo; Pietroni, Nico; Benes, Bedrich and Hauser, HelwigWe propose an optimization algorithm for the design of post‐tensioned architectural shell structures, composed of triangular glass panels, in which glass has a load‐bearing function. Due to its brittle nature, glass can fail when it is subject to tensile forces. Hence, we enrich the structure with a cable net, which is specifically designed to post‐tension the shell, relieving the underlying glass structure from tension. We automatically derive an optimized cable layout, together with the appropriate pre‐load of each cable. The method is driven by a physically based static analysis of the shell subject to its service load. We assess our approach by applying non‐linear finite element analysis to several real‐scale application scenarios. Such a method of cable tensioning produces glass shells that are optimized from the material usage viewpoint since they exploit the high compression strength of glass. As a result, they are lightweight and robust. Both aesthetic and static qualities are improved with respect to grid shell competitors.Item Broadmark: A Testing Framework for Broad‐Phase Collision Detection Algorithms(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Serpa, Ygor Rebouças; Rodrigues, Maria Andréia Formico; Benes, Bedrich and Hauser, HelwigResearch in the area of collision detection permeates most of the literature on simulations, interaction and agents planning, being commonly regarded as one of the main bottlenecks for large‐scale systems. To this day, despite its importance, most subareas of collision detection lack a common ground to test and validate solutions, reference implementations and widely accepted benchmark suites. In this paper, we delve into the broad‐phase of collision detection systems, providing both an open‐source framework, named Broadmark, to test, compare and validate algorithms, and an in‐deep analysis of the main techniques used so far to tackle the broad‐phase problem. The technical challenges of building this framework from the software and hardware perspectives are also described. Within our framework, several original and state‐of‐the‐art implementations of CPU and GPU algorithms are bundled, alongside three benchmark scenes to stress algorithms under several conditions. Furthermore, the system is designed to be easily extensible. We use our framework to bring out an extensive performance comparison among assembled solutions, detailing the current CPU and GPU state‐of‐the‐art on a common ground. We believe that Broadmark encompasses the principal insights and tools to derive and evaluate novel algorithms, thus greatly facilitating discussion about successful broad‐phase collision detection solutions.Item Compressed Neighbour Lists for SPH(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Band, Stefan; Gissler, Christoph; Teschner, Matthias; Benes, Bedrich and Hauser, HelwigWe propose a novel compression scheme to store neighbour lists for iterative solvers that employ Smoothed Particle Hydrodynamics (SPH). The compression scheme is inspired by Stream VByte, but uses a non‐linear mapping from data to data bytes, yielding memory savings of up to 87%. It is part of a novel variant of the Cell‐Linked‐List (CLL) concept that is inspired by compact hashing with an improved processing of the cell‐particle relations. We show that the resulting neighbour search outperforms compact hashing in terms of speed and memory consumption. Divergence‐Free SPH (DFSPH) scenarios with up to 1.3 billion SPH particles can be processed on a 24‐core PC using 172 GB of memory. Scenes with more than 7 billion SPH particles can be processed in a Message Passing Interface (MPI) environment with 112 cores and 880 GB of RAM. The neighbour search is also useful for interactive applications. A DFSPH simulation step for up to 0.2 million particles can be computed in less than 40 ms on a 12‐core PC.Item Context‐Aware Mixed Reality: A Learning‐Based Framework for Semantic‐Level Interaction(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Chen, L.; Tang, W.; John, N. W.; Wan, T. R.; Zhang, J. J.; Benes, Bedrich and Hauser, HelwigMixed reality (MR) is a powerful interactive technology for new types of user experience. We present a semantic‐based interactive MR framework that is beyond current geometry‐based approaches, offering a step change in generating high‐level context‐aware interactions. Our key insight is that by building semantic understanding in MR, we can develop a system that not only greatly enhances user experience through object‐specific behaviours, but also it paves the way for solving complex interaction design challenges. In this paper, our proposed framework generates semantic properties of the real‐world environment through a dense scene reconstruction and deep image understanding scheme. We demonstrate our approach by developing a material‐aware prototype system for context‐aware physical interactions between the real and virtual objects. Quantitative and qualitative evaluation results show that the framework delivers accurate and consistent semantic information in an interactive MR environment, providing effective real‐time semantic‐level interactions.Item A Cross‐Dimension Annotations Method for 3D Structural Facial Landmark Extraction(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Gong, Xun; Chen, Ping; Zhang, Zhemin; Chen, Ke; Xiang, Yue; Li, Xin; Benes, Bedrich and Hauser, HelwigRecent methods for 2D facial landmark localization perform well on close‐to‐frontal faces, but 2D landmarks are insufficient to represent 3D structure of a facial shape. For applications that require better accuracy, such as facial motion capture and 3D shape recovery, 3DA‐2D (2D Projections of 3D Facial Annotations) is preferred. Inferring the 3D structure from a single image is an problem whose accuracy and robustness are not always guaranteed. This paper aims to solve accurate 2D facial landmark localization and the transformation between 2D and 3DA‐2D landmarks. One way to increase the accuracy is to input more precisely annotated facial images. The traditional cascaded regressions cannot effectively handle large or noisy training data sets. In this paper, we propose a Mini‐Batch Cascaded Regressions (MBCR) method that can iteratively train a robust model from a large data set. Benefiting from the incremental learning strategy and a small learning rate, MBCR is robust to noise in training data. We also propose a new Cross‐Dimension Annotations Conversion (CDAC) method to map facial landmarks from 2D to 3DA‐2D coordinates and vice versa. The experimental results showed that CDAC combined with MBCR outperforms the‐state‐of‐the‐art methods in 3DA‐2D facial landmark localization. Moreover, CDAC can run efficiently at up to 110 on a 3.4 GHz‐CPU workstation. Thus, CDAC provides a solution to transform existing 2D alignment methods into 3DA‐2D ones without slowing down the speed. Training and testing code as well as the data set can be downloaded from https://github.com/SWJTU‐3DVision/CDAC.Item Detection and Synthesis of Full‐Body Environment Interactions for Virtual Humans(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Juarez‐Perez, A.; Kallmann, M.; Benes, Bedrich and Hauser, HelwigWe present a new methodology for enabling virtual humans to autonomously detect and perform complex full‐body interactions with their environments. Given a parameterized walking controller and a set of motion‐captured example interactions, our method is able to detect when interactions can occur and to coordinate the detected upper‐body interaction with the walking controller in order to achieve full‐body mobile interactions in similar situations. Our approach is based on learning spatial coordination features from the example motions and on associating body‐environment proximity information to the body configurations of each performed action. Body configurations become the input to a regression system, which in turn is able to generate new interactions for different situations in similar environments. The regression model is capable of selecting, encoding and replicating key spatial strategies with respect to body coordination and management of environment constraints as well as determining the correct moment in time and space for starting an interaction. As a result, we obtain an interactive controller able to detect and synthesize coordinated full‐body motions for a variety of complex interactions requiring body mobility. Our results achieve complex interactions, such as opening doors and drawing in a wide whiteboard. The presented approach introduces the concept of learning interaction coordination models that can be applied on top of any given walking controller. The obtained method is simple and flexible, it handles the detection of possible interactions and is suitable for real‐time applications.Item Effective Annotations Over 3D Models(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Ponchio, F.; Callieri, M.; Dellepiane, M.; Scopigno, R.; Benes, Bedrich and Hauser, HelwigAnnotation support in interactive systems is often considered a simple task by the CG community, since it entails the apparently easy selection of a region and its connection with some information. The reality appears more complex. The scope of this paper is two‐fold: first, to review the status of this domain, discussing and characterizing several approaches proposed in literature to manage annotations over geometric models; second, to present in detail an innovative solution proposed and assessed in the framework of Cultural Heritage (CH) applications, called . At the annotation definition stage uses 3D data to characterize the annotation region; subsequently, annotations are visualized by adopting a two‐pass rendering solution which uses stencil buffers, thus without introducing new geometric elements, changing the topology or duplicating geometry elements. It solves most of the issues that afflict the current state of the art, such as fragmentation, annotation transfer to multiple representations and multi‐resolution data encoding. The latter is a mandatory requirement to produce efficient web‐based systems. We implemented and we fully tested this approach in the framework of a complex system that supports the documentation of CH restoration projects.Item Efficient Homology‐Preserving Simplification of High‐Dimensional Simplicial Shapes(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Fellegara, Riccardo; Iuricich, Federico; De Floriani, Leila; Fugacci, Ulderico; Benes, Bedrich and Hauser, HelwigSimplicial complexes are widely used to discretize shapes. In low dimensions, a 3D shape is represented by discretizing its boundary surface, encoded as a triangle mesh, or by discretizing the enclosed volume, encoded as a tetrahedral mesh. High‐dimensional simplicial complexes have recently found their application in topological data analysis. Topological data analysis aims at studying a point cloud P, possibly embedded in a high‐dimensional metric space, by investigating the topological characteristics of the simplicial complexes built on P. Analysing such complexes is not feasible due to their size and dimensions. To this aim, the idea of simplifying a complex while preserving its topological features has been proposed in the literature. Here, we consider the problem of efficiently simplifying simplicial complexes in arbitrary dimensions. We provide a new definition for the edge contraction operator, based on a top‐based data structure, with the objective of preserving structural aspects of a simplicial shape (i.e., its homology), and a new algorithm for verifying the link condition on a top‐based representation. We implement the simplification algorithm obtained by coupling the new edge contraction and the link condition on a specific top‐based data structure, that we use to demonstrate the scalability of our approach.Item Example‐Based Colourization Via Dense Encoding Pyramids(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Xiao, Chufeng; Han, Chu; Zhang, Zhuming; Qin, Jing; Wong, Tien‐Tsin; Han, Guoqiang; He, Shengfeng; Benes, Bedrich and Hauser, HelwigWe propose a novel deep example‐based image colourization method called dense encoding pyramid network. In our study, we define the colourization as a multinomial classification problem. Given a greyscale image and a reference image, the proposed network leverages large‐scale data and then predicts colours by analysing the colour distribution of the reference image. We design the network as a pyramid structure in order to exploit the inherent multi‐scale, pyramidal hierarchy of colour representations. Between two adjacent levels, we propose a hierarchical decoder–encoder filter to pass the colour distributions from the lower level to higher level in order to take both semantic information and fine details into account during the colourization process. Within the network, a novel parallel residual dense block is proposed to effectively extract the local–global context of the colour representations by widening the network. Several experiments, as well as a user study, are conducted to evaluate the performance of our network against state‐of‐the‐art colourization methods. Experimental results show that our network is able to generate colourful, semantically correct and visually pleasant colour images. In addition, unlike fully automatic colourization that produces fixed colour images, the reference image of our network is flexible; both natural images and simple colour palettes can be used to guide the colourization.Item FARM: Functional Automatic Registration Method for 3D Human Bodies(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Marin, R.; Melzi, S.; Rodolà, E.; Castellani, U.; Benes, Bedrich and Hauser, HelwigWe introduce a new method for non‐rigid registration of 3D human shapes. Our proposed pipeline builds upon a given parametric model of the human, and makes use of the functional map representation for encoding and inferring shape maps throughout the registration process. This combination endows our method with robustness to a large variety of nuisances observed in practical settings, including non‐isometric transformations, downsampling, topological noise and occlusions; further, the pipeline can be applied invariably across different shape representations (e.g. meshes and point clouds), and in the presence of (even dramatic) missing parts such as those arising in real‐world depth sensing applications. We showcase our method on a selection of challenging tasks, demonstrating results in line with, or even surpassing, state‐of‐the‐art methods in the respective areas.Item Fourier Analysis of Correlated Monte Carlo Importance Sampling(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Singh, Gurprit; Subr, Kartic; Coeurjolly, David; Ostromoukhov, Victor; Jarosz, Wojciech; Benes, Bedrich and Hauser, HelwigFourier analysis is gaining popularity in image synthesis as a tool for the analysis of error in Monte Carlo (MC) integration. Still, existing tools are only able to analyse convergence under simplifying assumptions (such as randomized shifts) which are not applied in practice during rendering. We reformulate the expressions for bias and variance of sampling‐based integrators to unify non‐uniform sample distributions [importance sampling (IS)] as well as correlations between samples while respecting finite sampling domains. Our unified formulation hints at fundamental limitations of Fourier‐based tools in performing variance analysis for MC integration. At the same time, it reveals that, when combined with correlated sampling, IS can impact convergence rate by introducing or inhibiting discontinuities in the integrand. We demonstrate that the convergence of multiple importance sampling (MIS) is determined by the strategy which converges slowest and propose several simple approaches to overcome this limitation. We show that smoothing light boundaries (as commonly done in production to reduce variance) can improve (M)IS convergence (at a cost of introducing a small amount of bias) since it removes discontinuities within the integration domain. We also propose practical integrand‐ and sample‐mirroring approaches which cancel the impact of boundary discontinuities on the convergence rate of estimators.Item Gaussian Product Sampling for Rendering Layered Materials(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Xia, Mengqi (Mandy); Walter, Bruce; Hery, Christophe; Marschner, Steve; Benes, Bedrich and Hauser, HelwigTo increase diversity and realism, surface bidirectional scattering distribution functions (BSDFs) are often modelled as consisting of multiple layers, but accurately evaluating layered BSDFs while accounting for all light transport paths is a challenging problem. Recently, Guo . [GHZ18] proposed an accurate and general position‐free Monte Carlo method, but this method introduces variance that leads to longer render time compared to non‐stochastic layered models. We improve the previous work by presenting two new sampling strategies, and . Our new methods better take advantage of the layered structure and reduce variance compared to the conventional approach of sequentially sampling one BSDF at a time. Our strategy importance samples the product of two BSDFs from a pair of adjacent layers. We further generalize this to , which importance samples the product of a chain of three or more BSDFs. In order to compute these products, we developed a new approximate Gaussian representation of individual layer BSDFs. This representation incorporates spatially varying material properties as parameters so that our techniques can support an arbitrary number of textured layers. Compared to previous Monte Carlo layering approaches, our results demonstrate substantial variance reduction in rendering isotropic layered surfaces.Item Graph‐Based Transfer Function for Volume Rendering(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Sharma, O.; Arora, T.; Khattar, A.; Benes, Bedrich and Hauser, HelwigA good transfer function in volume rendering requires careful consideration of the materials present in a volume. A manual creation is tedious and prone to errors. Furthermore, the user interaction to design a higher dimensional transfer function gets complicated. In this work, we present a graph‐based approach to design a transfer function that takes volumetric structures into account. Our novel contribution is in proposing an algorithm for robust deduction of a material graph from a set of disconnected edges. We incorporate stable graph creation under varying noise levels in the volume. We show that the deduced material graph can be used to automatically create a transfer function using the occlusion spectrum of the input volume. Since we compute material topology of the objects, an enhanced rendering is possible with our method. This also allows us to selectively render objects and depict adjacent materials in a volume. Our method considerably reduces manual effort required in designing a transfer function and provides an easy interface for interaction with the volume.Item Hinted Star Coordinates for Mixed Data(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Matute, J.; Linsen, L.; Benes, Bedrich and Hauser, HelwigMixed data sets containing numerical and categorical attributes are nowadays ubiquitous. Converting them to one attribute type may lead to a loss of information. We present an approach for handling numerical and categorical attributes in a holistic view. For data sets with many attributes, dimensionality reduction (DR) methods can help to generate visual representations involving all attributes. While automatic DR for mixed data sets is possible using weighted combinations, the impact of each attribute on the resulting projection is difficult to measure. Interactive support allows the user to understand the impact of data dimensions in the formation of patterns. Star Coordinates is a well‐known interactive linear DR technique for multi‐dimensional numerical data sets. We propose to extend Star Coordinates and its initial configuration schemes to mixed data sets. In conjunction with analysing numerical attributes, our extension allows for exploring the impact of categorical dimensions and individual categories on the structure of the entire data set. The main challenge when interacting with Star Coordinates is typically to find a good configuration of the attribute axes. We propose a guided mixed data analysis based on maximizing projection quality measures by the use of recommended transformations, named hints, in order to find a proper configuration of the attribute axes.Item Image‐Based Tree Variations(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Argudo, Oscar; Andújar, Carlos; Chica, Antoni; Benes, Bedrich and Hauser, HelwigThe automatic generation of realistic vegetation closely reproducing the appearance of specific plant species is still a challenging topic in computer graphics. In this paper, we present a new approach to generate new tree models from a small collection of frontal RGBA images of trees. The new models are represented either as single billboards (suitable for still image generation in areas such as architecture rendering) or as billboard clouds (providing parallax effects in interactive applications). Key ingredients of our method include the synthesis of new contours through convex combinations of exemplar countours, the automatic segmentation into crown/trunk classes and the transfer of RGBA colour from the exemplar images to the synthetic target. We also describe a fully automatic approach to convert a single tree image into a billboard cloud by extracting superpixels and distributing them inside a silhouette‐defined 3D volume. Our algorithm allows for the automatic generation of an arbitrary number of tree variations from minimal input, and thus provides a fast solution to add vegetation variety in outdoor scenes.Item Interactive Iconized Grammar‐Based Pailou Modelling(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Cai, Zhong‐Qi; Luo, Ying‐Sheng; Lai, Yu‐Chi; Chan, Chih‐Shiang; Tai, Wen‐Kai; Benes, Bedrich and Hauser, HelwigPailous are representative Chinese architectural works used for commemoration. However, their geometric structure and semantic construction rules are too complex for quick and intuitive modelling using traditional modelling tools. We propose an intuitive modelling system for the stylized creation of pailous for novices. Our system encapsulates structural components as icons and semantic layouts as topological graphs, using which users create and manipulate icons with topological recommendations. The interpreter automatically and immediately transforms a graph to its corresponding model using built‐in components with the proposed parametric L‐system grammars derived from architectural rules. Using this system to re‐create existing representative pailous and design imaginary ones yields results with the desired visual complexities. In comparison to Maya, a 3D modelling tool, when modelling a pailou and toukung, our system is effective and simple, and eliminates the need to remember and understand complex rules.Item Issue Information(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Benes, Bedrich and Hauser, HelwigItem Making Parameter Dependencies of Time‐Series Segmentation Visually Understandable(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Eichner, Christian; Schumann, Heidrun; Tominski, Christian; Benes, Bedrich and Hauser, HelwigThis work presents an approach to support the visual analysis of parameter dependencies of time‐series segmentation. The goal is to help analysts understand which parameters have high influence and which segmentation properties are highly sensitive to parameter changes. Our approach first derives features from the segmentation output and then calculates correlations between the features and the parameters, more precisely, in parameter subranges to capture global and local dependencies. Dedicated overviews visualize the correlations to help users understand parameter impact and recognize distinct regions of influence in the parameter space. A detailed inspection of the segmentations is supported by means of visually emphasizing parameter ranges and segments participating in a dependency. This involves linking and highlighting, and also a special sorting mechanism that adjusts the visualization dynamically as users interactively explore individual dependencies. The approach is applied in the context of segmenting time series for activity recognition. Informal feedback from a domain expert suggests that our approach is a useful addition to the analyst's toolbox for time‐series segmentation.
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