Volume 28 (2009)
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Item 2009 Eurographics Symposium on Parallel Graphics and Visualization(The Eurographics Association and Blackwell Publishing Ltd, 2009) Comba, Joao; Daniel, Weiskopf; Debattista, KurtItem 30th EUROGRAPHICS General Assembly(The Eurographics Association and Blackwell Publishing Ltd, 2009)Item Accelerating Volume Raycasting using Proxy Spheres(The Eurographics Association and Blackwell Publishing Ltd., 2009) Liu, Baoquan; Clapworthy, Gordon J.; Dong, Feng; H.-C. Hege, I. Hotz, and T. MunznerIn this paper, we propose an efficient solution that addresses the performance problems of current single-pass GPU raycasting algorithms. Our paper provides more control over the rendering process by introducing tighter ray segments for raycasting, while at the same time avoiding the introduction of any new rendering artefacts. We achieve this by dynamically generating, on the GPU, a coarsely fitted proxy geometry, composed of spheres, for the active blocks. The spheres are then rasterised into two z-buffers by a single rendering pass. The resulting two z-buffers are used as the first-hit and last-hit points for the subsequent raycaster. With this approach, only the valid ray segments between the two z-buffers need to be sampled during raycasting. This also provides more coherent parallelism on the GPU due to more consistent ray length and avoidance of the overheads and dynamic branching of performing checks on a per-sample basis during the raycasting pass. Our technique is ideal for dynamic data exploration in which both the transfer function and view parameters need to be changed frequently at runtime. The rendering results of our algorithm are identical to the general cube-based proxy geometry algorithm, but the performance can be up to 15.7 times faster. Furthermore, the approach can be adopted by any existing raycasting system in a straightforward way.Item Adaptive Caustic Maps Using Deferred Shading(The Eurographics Association and Blackwell Publishing Ltd, 2009) Wyman, Chris; Nichols, GregItem Adaptive Interleaved Sampling for Interactive High-Fidelity Rendering(The Eurographics Association and Blackwell Publishing Ltd, 2009) Dubla, P.; Debattista, K.; Chalmers, A.Recent advances have made interactive ray tracing (IRT) possible on consumer desktop machines. These advances have brought about the potential for interactive global illumination (IGI) with enhanced realism through physically based lighting. IGI, unlike IRT, has a much higher computational complexity. Furthermore, since non-primary rays constitute the majority of the computation, the rays are predominantly incoherent, making impractical many of the methods that have made IRT possible. Two methods that have already shown promise in decreasing the computational time of the GI solution are interleaved sampling and adaptive rendering. Interleaved sampling is a generalized sampling scheme that smoothly blends between regular and irregular sampling while maintaining coherence. Adaptive rendering algorithms adjust rendering quality, non-uniformally, using a guidance scheme. While adaptive rendering has shown to provide speed-up when used for off-line rendering it has not been utilized in IRT due to its naturally incoherent nature. In this paper, we combine adaptive rendering and interleaved sampling within a component-based solution into a new approach we term adaptive interleaved sampling. This allows us to tailor new adaptive heuristics for interleaved sampling of the individual components of the GI solution significantly improving overall performance. We present a novel component-based IGI framework for which we achieve interactive frame rates for a range of effects such as indirect diffuse lighting, soft shadows and single scatter homogeneous participating media.Item Affective Modelling: Profiling Geometrical Models with Human Emotional Responses(The Eurographics Association and Blackwell Publishing Ltd, 2009) Lo, Cheng-Hung; Chu, Chih-HsingIn this paper, a novel concept, Affective Modelling, is introduced to encapsulate the idea of creating 3D models based on the emotional responses that they may invoke. Research on perceptually-related issues in Computer Graphics focuses mostly on the rendering aspect. Low-level perceptual criteria taken from established Psychology theories or identified by purposefully-designed experiments are utilised to reduce rendering effort or derive quality evaluation schemes. For modelling, similar ideas have been applied to optimise the level of geometrical details. High-level cognitive responses such as emotions/feelings are less addressed in graphics literatures. This paper investigates the possibility of incorporating emotional/affective factors for 3D model creations. Using a glasses frame model as our test case, we demonstrate a methodological framework to build the links between human emotional responses and geometrical features. We design and carry out a factorial experiment to systematically analyse how certain shape factors individually and interactively influence the viewer s impression of the shape of glasses frames. The findings serve as a basis for establishing computational models that facilitate emotionally-guided 3D modelling.Item An Analytical Solution to Single Scattering in Homogeneous Participating Media(The Eurographics Association and Blackwell Publishing Ltd, 2009) Pegoraro, Vincent; Parker, Steven G.Despite their numerous applications, efficiently rendering participating media remains a challenging task due to the intricacy of the radiative transport equation. As they provide a generic means of solving a wide variety of problems, numerical methods are most often used to solve the air-light integral even under simplifying assumptions. In this paper, we present a novel analytical approach to single scattering from isotropic point light sources in homogeneous media. We derive the first closed-form solution to the air-light integral in isotropic media and extend this formulation to anisotropic phase functions. The technique relies neither on pre-computation nor on storage, and we provide a practical implementation allowing for an explicit control on the accuracy of the solutions. Finally, we demonstrate its quantitative and qualitative benefits over both previous numerical and analytical approaches.Item Animating Pictures of Fluid using Video Examples(The Eurographics Association and Blackwell Publishing Ltd, 2009) Okabe, Makoto; Anjyo, Ken; Igarashi, Takeo; Seidel, Hans-PeterWe propose a system that allows the user to design a continuous flow animation starting from a still fluid image. The basic idea is to apply the fluid motion extracted from a video example to the target image. The system first decomposes the video example into three components, an average image, a flow field and residuals. The user then specifies equivalent information over the target image. The user manually paints the rough flow field, and the system automatically refines it using the estimated gradients of the target image. The user semi-automatically transfers the residuals onto the target image. The system then approximates the average image and synthesizes an animation on the target image by adding the transferred residuals and warping them according to the user-specified flow field. Finally, the system adjusts the appearance of the resulting animation by applying histogram matching. We designed animations of various pictures, such as rivers, waterfalls, fires, and smoke.Item Animating Quadrupeds: Methods and Applications(The Eurographics Association and Blackwell Publishing Ltd, 2009) Skrba, Ljiljana; Reveret, Lionel; Hetroy, Franck; Cani, Marie-Paule; O'Sullivan, CarolFilms like Shrek, Madagascar, The Chronicles of Narnia and Charlotte s web all have something in common: realistic quadruped animations. While the animation of animals has been popular for a long time, the technical challenges associated with creating highly realistic, computer generated creatures have been receiving increasing attention recently. The entertainment, education and medical industries have increased the demand for simulation of realistic animals in the computer graphics area. In order to achieve this, several challenges need to be overcome: gathering and processing data that embodies the natural motion of an animal - which is made more difficult by the fact that most animals cannot be easily motion-captured; building accurate kinematic models for animals, with adapted animation skeletons in particular; and developing either kinematic or physically-based animation methods, either by embedding some a priori knowledge about the way that quadrupeds locomote and/or adopting examples of real motion. In this paper, we present an overview of the common techniques used to date for realistic quadruped animation. This includes an outline of the various ways that realistic quadruped motion can be achieved, through video-based acquisition, physics based models, inverse kinematics or some combination of the above.Item Anisotropic Radiance-Cache Splatting for Efficiently Computing High-Quality Global Illumination with Lightcuts(The Eurographics Association and Blackwell Publishing Ltd, 2009) Herzog, Robert; Myszkowski, Karol; Seidel, Hans-PeterComputing global illumination in complex scenes is even with todays computational power a demanding task. In this work we propose a novel irradiance caching scheme that combines the advantages of two state-of-the-art algorithms for high-quality global illumination rendering: lightcuts, an adaptive and hierarchical instant-radiosity based algorithm and the widely used (ir)radiance caching algorithm for sparse sampling and interpolation of (ir)radiance in object space. Our adaptive radiance caching algorithm is based on anisotropic cache splatting, which adapts the cache footprints not only to the magnitude of the illumination gradient computed with light-cuts but also to its orientation allowing larger interpolation errors along the direction of coherent illumination while reducing the error along the illumination gradient. Since lightcuts computes the direct and indirect lighting seamlessly, we use a two-layer radiance cache, to store and control the interpolation of direct and indirect lighting individually with different error criteria. In multiple iterations our method detects cache interpolation errors above the visibility threshold of a pixel and reduces the anisotropic cache footprints accordingly. We achieve significantly better image quality while also speeding up the computation costs by one to two orders of magnitude with respect to the well-known photon mapping with (ir)radiance caching procedure.Item Anomalous Dispersion in Predictive Rendering(The Eurographics Association and Blackwell Publishing Ltd, 2009) Weidlich, Andrea; Wilkie, AlexanderIn coloured media, the index of refraction does not decrease monotonically with increasing wavelength, but behaves in a quite non-monotonical way. This behaviour is called anomalous dispersion and results from the fact that the absorption of a material influences its index of refraction.So far, this interesting fact has not been widely acknowledged by the graphics community. In this paper, we demonstrate how to calculate the correct refractive index for a material based on its absorption spectrum with the Kramers-Kronig relation, and we discuss for which types of objects this effect is relevant in practice.Item Approximate on-Surface Distance Computation using Quasi-Developable Charts(The Eurographics Association and Blackwell Publishing Ltd, 2009) Torchelsen, Rafael P.; Pinto, Francisco; Bastos, Rui; Comba, Joao L. D.There is a vast number of applications that require distance field computation over triangular meshes. State-of-the-art algorithms have quadratic or sub-quadratic worst-case complexity, making them impractical for interactive applications. While most of the research on this subject has been focused on reducing the computation complexity of the algorithms, in this work we propose an approximate algorithm that achieves similar results working in lower resolutions of the input meshes. The creation of lower resolution meshes is the essence of our proposal. The idea is to identify regions on the input mesh that can be unfolded into planar regions with minimal area distortion (i.e. quasi-developable charts). Once charts are computed, their interior is re-triangulated to reduce the number of triangles, which results in a collection of simplified charts that we call a base mesh. Due to the properties of quasi-developable regions, we are able to compute distance fields over the base mesh instead of over the input mesh. This reduces the memory footprint and data processed for distance computations, which is the bottleneck of these algorithms. We present results that are one order of magnitude faster than current exact solutions, with low approximation errors.Item Approximating Gradients for Meshes and Point Clouds via Diffusion Metric(The Eurographics Association and Blackwell Publishing Ltd, 2009) Luo, Chuanjiang; Safa, Issam; Wang, YusuThe gradient of a function defined on a manifold is perhaps one of the most important differential objects in data analysis. Most often in practice, the input function is available only at discrete points sampled from the underlying manifold, and the manifold is approximated by either a mesh or simply a point cloud. While many methods exist for computing gradients of a function defined over a mesh, computing and simplifying gradients and related quantities such as critical points, of a function from a point cloud is non-trivial.In this paper, we initiate the investigation of computing gradients under a different metric on the manifold from the original natural metric induced from the ambient space. Specifically, we map the input manifold to the eigenspace spanned by its Laplacian eigenfunctions, and consider the so-called diffusion distance metric associated with it. We show the relation of gradient under this metric with that under the original metric. It turns out that once the Laplace operator is constructed, it is easier to approximate gradients in the eigenspace for discrete inputs (especially point clouds) and it is robust to noises in the input function and in the underlying manifold. More importantly, we can easily smooth the gradient field at different scales within this eigenspace framework. We demonstrate the use of our new eigen-gradients with two applications: approximating / simplifying the critical points of a function, and the Jacobi sets of two input functions (which describe the correlation between these two functions), from point clouds data.Item Arches: a Framework for Modeling Complex Terrains(The Eurographics Association and Blackwell Publishing Ltd, 2009) Peytavie, A.; Galin, E.; Grosjean, J.; Merillou, S.In this paper, we present a framework for representing complex terrains with such features as overhangs, arches and caves and including different materials such as sand and rocks. Our hybrid model combines a volumetric discrete data structure that stores the different materials and an implicit representation for sculpting and reconstructing the surface of the terrain. Complex scenes can be edited and sculpted interactively with high level tools. We also propose an original rock generation technique that enables us to automatically generate complex rocky sceneries with piles of rocks without any computationally demanding physically-based simulation.Item Automatic Correction of Saturated Regions in Photographs using Cross-Channel Correlation(The Eurographics Association and Blackwell Publishing Ltd, 2009) Masood, Syed Z.; Zhu, Jiejie; Tappen, Marshall F.Incorrectly setting the camera s exposure can have a significant negative effect on a photograph. Over-exposing photographs causes pixels to exhibit unpleasant artifacts due to saturation of the sensor. Saturation removal typically involves user intervention to adjust the color values, which is tedious and time-consuming. This paper discusses how saturation can be automatically removed without compromising the essential details of the image. Our method is based on a smoothness prior: neighboring pixels have similar channel ratios and color values. We demonstrate that high quality saturation-free photos can be obtained from a simple but effective approach.Item Autostereoscopic Rendering of Multiple Light Fields(The Eurographics Association and Blackwell Publishing Ltd, 2009) Escriva, M.; Blasco, J.; Abad, F.; Camahort, E.; Vivo, R.Light fields were introduced a decade ago as a new high-dimensional graphics rendering model. However, they have not been thoroughly used because their applications are very specific and their storage requirements are too high. Recently, spatial imaging devices have been related to light fields. These devices allow several users to see three-dimensional (3D) images without using glasses or other intrusive elements.This paper presents a light-field model that can be rendered in an autostereoscopic spatial device. The model is viewpoint-independent and supports continuous multiresolution, foveal rendering, and integrating multiple light fields and geometric models in the same scene.We also show that it is possible to examine interactively a scene composed of several light fields and geometric models. Visibility is taken care of by the algorithm. Our goal is to apply our models to 3D TV and spatial imaging.Item A Bayesian Monte Carlo Approach to Global Illumination(The Eurographics Association and Blackwell Publishing Ltd, 2009) Brouillat, Jonathan; Bouville, Christian; Loos, Brad; Hansen, Charles; Bouatouch, KadiMost Monte Carlo rendering algorithms rely on importance sampling to reduce the variance of estimates. Importance sampling is efficient when the proposal sample distribution is well-suited to the form of the integrand but fails otherwise. The main reason is that the sample location information is not exploited. All sample values are given the same importance regardless of their proximity to one another. Two samples falling in a similar location will have equal importance whereas they are likely to contain redundant information. The Bayesian approach we propose in this paper uses both the location and value of the data to infer an integral value based on a prior probabilistic model of the integrand. The Bayesian estimate depends only on the sample values and locations, and not how these samples have been chosen. We show how this theory can be applied to the final gathering problem and present results that clearly demonstrate the benefits of Bayesian Monte Carlo.Item Bidirectional Importance Sampling for Unstructured Direct Illumination(The Eurographics Association and Blackwell Publishing Ltd, 2009) Wang, Rui; Akerlund, OskarRecent research in bidirectional importance sampling has focused primarily on structured illumination sources such as distant environment maps, while unstructured illumination has received little attention. In this paper, we present a method for bidirectional importance sampling of unstructured illumination, allowing us to use the same method for sampling both distant as well as local/indirect sources. Building upon recent work in [WFA*05], we model complex illumination as a large set of point lights. The subsequent sampling process draws samples only from this point set. We start by constructing a piecewise constant approximation for the lighting using an illumination cut [CPWAP08]. We show that this cut can be used directly for illumination importance sampling. We then use BRDF importance sampling followed by sample counting to update the cut, resulting in a bidirectional distribution that closely approximates the product of the illumination and BRDF. Drawing visibility samples from this new distribution significantly reduces the sampling variance. As a main advance over previous work, our method allows for unstructured sources, including arbitrary local direct lighting and one-bounce of indirect lighting.Item Biorthogonal Wavelets Based on Interpolatory Subdivision(The Eurographics Association and Blackwell Publishing Ltd, 2009) Wang, H.; Ma, W.This article presents an efficient construction of biorthogonal wavelets built upon an interpolatory subdivision for quadrilateral meshes. The interpolatory subdivision scheme is first turned into a scheme for reversible primitive wavelet synthesis. Some desired properties are then incorporated in the primitive wavelet using the lifting scheme. The analysis and synthesis algorithms of the resulting new wavelet are finally obtained as local and in-place lifting operations. The wavelet inherits the advantage of refinement with added levels of resolution. Numerical experiments show that the lifted wavelet built upon interpolatory, subdivision has sufficient stability and better performance in dealing with closed or open semi-regular quadrilateral meshes compared with other existing wavelets for quadrilateral manifold meshes.Item Bivariate Transfer Functions on Unstructured Grids(The Eurographics Association and Blackwell Publishing Ltd., 2009) Song, Yuyan; Chen, Wei; Maciejewski, Ross; Gaither, Kelly P.; Ebert, David S.; H.-C. Hege, I. Hotz, and T. MunznerMulti-dimensional transfer functions are commonly used in rectilinear volume renderings to effectively portray materials, material boundaries and even subtle variations along boundaries. However, most unstructured grid rendering algorithms only employ one-dimensional transfer functions. This paper proposes a novel pre-integrated Projected Tetrahedra (PT) rendering technique that applies bivariate transfer functions on unstructured grids. For each type of bivariate transfer function, an analytical form that pre-integrates the contribution of a ray segment in one tetrahedron is derived, and can be precomputed as a lookup table to compute the color and opacity in a projected tetrahedron on-the-fly. Further, we show how to approximate the integral using the pre-integration method for faster unstructured grid rendering. We demonstrate the advantages of our approach with a variety of examples and comparisons with one-dimensional transfer functions.