27-Issue 7
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Item Automatic Facsimile of Chinese Calligraphic Writings(The Eurographics Association and Blackwell Publishing Ltd, 2008) Xu, Songhua; Jiang, Hao; Jin, Tao; Lau, Francis C.M.; Pan, YunheItem A Biorthogonal Wavelet Approach based on Dual Subdivision(The Eurographics Association and Blackwell Publishing Ltd, 2008) Zhang, Hui; Qin, Guiming; Qin, Kaihuai; Sun, HanqiuIn this paper a biorthogonal wavelet approach based on Doo-Sabin subdivision is presented. In the dual subdivision like Doo-Sabin scheme, all the old control vertices disappear after one subdivision step, which is a big challenge to the biorthogonal wavelet construction. In our approach, the barycenters of the V-faces corresponding to the old vertices are selected as the vertices associated with the scaling functions to construct the scaling space. The lifting scheme is used to guarantee the fitting quality of the wavelet transform, and a local orthogonalization is introduced with a discrete inner product operation to improve the computation efficiency. Sharp feature modeling based on extended Doo-Sabin subdivision rules is also discussed in the framework of our wavelet construction. The presented wavelet construction is proven to be stable and effective by the experimental results.Item Capturing Intention-based Full-Frame Video Stabilization(The Eurographics Association and Blackwell Publishing Ltd, 2008) Chen, Bing-Yu; Lee, Ken-Yi; Huang, Wei-Ting; Lin, Jong-ShanAnnoying shaky motion is one of the significant problems in home videos, since hand shake is an unavoidable effect when capturing by using a hand-held camcorder. Video stabilization is an important technique to solve this problem, but the stabilized videos resulting from some current methods usually have decreased resolution and are still not so stable. In this paper, we propose a robust and practical method of full-frame video stabilization while considering user s capturing intention to remove not only the high frequency shaky motions but also the low frequency unexpected movements. To guess the user s capturing intention, we first consider the regions of interest in the video to estimate which regions or objects the user wants to capture, and then use a polyline to estimate a new stable camcorder motion path while avoiding the user s interested regions or objects being cut out. Then, we fill the dynamic and static missing areas caused by frame alignment from other frames to keep the same resolution and quality as the original video. Furthermore, we smooth the discontinuous regions by using a three-dimensional Poisson-based method. After the above automatic operations, a full-frame stabilized video can be achieved and the important regions and objects can also be preserved.Item Caustic Forecasting: Unbiased Estimation of Caustic Lighting for Global Illumination(The Eurographics Association and Blackwell Publishing Ltd, 2008) Budge, B. C.; Anderson, J. C.; Joy, K. I.We present an unbiased method for generating caustic lighting using importance sampled Path Tracing with Caustic Forecasting. Our technique is part of a straightforward rendering scheme which extends the Illumination by Weak Singularities method to allow for fully unbiased global illumination with rapid convergence. A photon shooting preprocess, similar to that used in Photon Mapping, generates photons that interact with specular geometry. These photons are then clustered, effectively dividing the scene into regions which will contribute similar amounts of caustic lighting to the image. Finally, the photons are stored into spatial data structures associated with each cluster, and the clusters themselves are organized into a spatial data structure for fast searching. During rendering we use clusters to decide the caustic energy importance of a region, and use the local photons to aid in importance sampling, effectively reducing the number of samples required to capture caustic lighting.Item Context Aware Terrain Visualization for Wayfinding and Navigation(The Eurographics Association and Blackwell Publishing Ltd, 2008) Moeser, Sebastian; Degener, Patrick; Wahl, Roland; Klein, ReinhardTo assist wayfinding and navigation, the display of maps and driving directions on mobile devices is nowadays commonplace. While existing system can naturally exploit GPS information to facilitate orientation, the inherently limited screen space is often perceived as a drawback compared to traditional street maps as it constrains the perception of contextual information. Moreover, occlusion issues add to this problem if the environment is shown from the popular egocentric perspective.In this paper we describe an interactive visualization system that addresses these problems by reallocating the available screen space. At the heart of our system are three novel visualization techniques: First, we propose a non-standard perspective that allows to blend between the familiar pedestrian perspective and a standard map depiction with reduced occlusion. Second, we derive an efficient deformation technique that allows an interactive allocation of screen space to areas of interest like e.g. nearby touristic attractions. Finally, a path adaptive isometric perspective is proposed that reveals otherwise hidden facades in top-down views. We describe efficient implementations of all techniques and exemplify our interactive system on real world urban models.Item The Craniofacial Reconstruction from the Local Structural Diversity of Skulls(The Eurographics Association and Blackwell Publishing Ltd, 2008) Pei, Yuru; Zha, Hongbin; Yuan, ZhongbiaoThe craniofacial reconstruction is employed as an initialization of the identification from skulls in forensics. In this paper, we present a two-level craniofacial reconstruction framework based on the local structural diversity of the skulls. On the low level, the holistic reconstruction is formulated as the superimposition of the selected tissue map on the novel skull. The crux is the accurate map registration, which is implemented as a warping guided by the 2D feature curve patterns. The curve pattern extraction under an energy minimization framework is proposed for the automatic feature labeling on the skull depth map. The feature configuration on the warped tissue map is expected to resemble that on the novel skull. In order to make the reconstructed faces personalized, on the high level, the local facial features are estimated from the skull measurements via a RBF model. The RBF model is learnt from a dataset of the skull and the face feature pairs extracted from the head volume data. The experiments demonstrate the facial outlooks can be reconstructed feasibly and efficiently.Item Distortion Optimization based Image Completion from a Large Displacement View(The Eurographics Association and Blackwell Publishing Ltd, 2008) Liu, Chunxiao; Yang, Yingzhen; Peng, Qunsheng; Wang, Jin; Chen, WeiWe present a new image completion method based on an additional large displacement view (LDV) of the same scene for faithfully repairing large missing regions on the target image in an automatic way. A coarse-to-fine distortion correction algorithm is proposed to minimize the perspective distortion in the corresponding parts for the common scene regions on the LDV image. First, under the assumption of a planar scene, the LDV image is warped according to a homography to generate the initial correction result. Second, the residual distortions in the common known scene regions are revealed by means of a mismatch detection mechanism and relaxed by energy optimization of overlap correspondences, with the expectations of color constancy and displacement field smoothness. The fundamental matrix for the two views is then computed based on the reliable correspondence set. Third, under the constraints of epipolar geometry, displacement field smoothness and color consistency of the neighboring pixels, the missing pixels are orderly restored according to a specially defined repairing priority function. We finally eliminate the ghost effect between the repaired region and its surroundings by Poisson image blending. Experimental results demonstrate that our method outperforms recent state-of-the-art image completion methods for repairing large missing area with complex structure information.Item Example-based Multiple Local Color Transfer by Strokes(The Eurographics Association and Blackwell Publishing Ltd, 2008) Wen, Chung-Lin; Hsieh, Chang-Hsi; Chen, Bing-Yu; Ouhyoung, MingThis paper investigates a new approach for color transfer. Rather than transferring color from one image to another globally, we propose a system with a stroke-based user interface to provide a direct indication mechanism. We further present a multiple local color transfer method. Through our system the user can easily enhance a defect (source) photo by referring to some other good quality (target) images by simply drawing some strokes. Then, the system will perform the multiple local color transfer automatically. The system consists of two major steps. First, the user draws some strokes on the source and target images to indicate corresponding regions and also the regions he or she wants to preserve. The regions to be preserved which will be masked out based on an improved graph cuts algorithm. Second, a multiple local color transfer method is presented to transfer the color from the target image(s) to the source image through gradient-guided pixel-wise color transfer functions. Finally, the defect (source) image can be enhanced seamlessly by multiple local color transfer based on some good quality (target) examples through an interactive and intuitive stroke-based user interface.Item Gradient-based Interpolation and Sampling for Real-time Rendering of Inhomogeneous, Single-scattering Media(The Eurographics Association and Blackwell Publishing Ltd, 2008) Ren, Zhong; Zhou, Kun; Lin, Stephen; Guo, BainingWe present a real-time rendering algorithm for inhomogeneous, single scattering media, where all-frequency shading effects such as glows, light shafts, and volumetric shadows can all be captured. The algorithm first computes source radiance at a small number of sample points in the medium, then interpolates these values at other points in the volume using a gradient-based scheme that is efficiently applied by sample splatting. The sample points are dynamically determined based on a recursive sample splitting procedure that adapts the number and locations of sample points for accurate and efficient reproduction of shading variations in the medium. The entire pipeline can be easily implemented on the GPU to achieve real-time performance for dynamic lighting and scenes. Rendering results of our method are shown to be comparable to those from ray tracing.Item A Hidden-picture Puzzles Generator(The Eurographics Association and Blackwell Publishing Ltd, 2008) Yoon, Jong-Chul; Lee, In-Kwon; Kang, HenryA hidden-picture puzzle contains objects hidden in a background image, in such a way that each object fits closely into a local region of the background. Our system converts image of the background and objects into line drawing, and then finds places in which to hide transformed versions of the objects using rotation-invariant shape context matching. During the hiding process, each object is subjected to a slight deformation to enhance its similarity to the background. The results were assessed by a panel of puzzle-solvers.Item Interactive Global Illumination for Deformable Geometry in CUDA(The Eurographics Association and Blackwell Publishing Ltd, 2008) Schmitz, Arne; Tavenrath, Markus; Kobbelt, LeifInteractive global illumination for fully deformable scenes with dynamic relighting is currently a very elusive goal in the area of realistic rendering. In this work we propose a system that is based on explicit visibility calculations and which is highly efficient and scalable. The rendering equation defines the light exchange between surfaces, which we approximate by subsampling. By utilizing the power of modern parallel GPUs using the CUDA framework we achieve interactive frame rates. Since we update the global illumination continuously in an asynchronous fashion, we maintain interactivity at all times for moderately complex scenes. We show that we can achieve higher frame rates for scenes with moving light sources, diffuse indirect illumination and dynamic geometry than other current methods, while maintaining a high image quality.Item Interactive Glossy Reflections using GPU-based Ray Tracing with Adaptive LOD(The Eurographics Association and Blackwell Publishing Ltd, 2008) Yu, Xuan; Wang, Rui; Yu, JingyiWe present an interactive GPU-based algorithm for accurately rendering high-quality, dynamic glossy reflection effects from both HDR environment maps and local scene objects. Our method uses hardware rasterization to produce primary pixels, and GPU-based BRDF importance sampling [CK07] to quickly generate reflected rays. We utilize a fast GPU ray tracer proposed by Carr et al. [CHCH06] to compute reflection hits. Our main contribution is an adaptive level-of-detail (LOD) control algorithm that greatly improves ray tracing performance during reflection shading. Specifically, we use the solid angle represented by each reflected ray to adaptively pick the level of termination in the BVH traversal step during ray tracing. This leads to 2 - 3x speedup over an unmodified implementation of [CHCH06]. Based on the same solid angle measure, we derive a texture filtering formula to reduce reflection aliasing artifacts, taking advantage of hardware MIP mapping. This extends the filtering algorithm presented in [CK07] from environment mapping to local scene reflection. Using our algorithm, we demonstrate interactive rendering rates for several scenes featuring dynamic lighting and material changes, spatially varying BRDF parameters, and rigid-body object movement.Item Interpolatory and Mixed Loop Schemes(The Eurographics Association and Blackwell Publishing Ltd, 2008) Shi, Zhuo; Lin, Shujin; Luo, Xiaonan; Wang, RenhongThis paper presents a new interpolatory Loop scheme and an unified and mixed interpolatory and approximation subdivision scheme for triangular meshes. The former which is C1 continuous as same as the modified Butterfly scheme has better effect in some complex models. The latter can be used to solve the popping effect problem when switching between meshes at different levels of resolution. The scheme generates surfaces coincident with the Loop subdivision scheme in the limit condition having the coefficient k equal 0. When k equal 1, it will be changed into a new interpolatory subdivision scheme. Eigen-structure analysis demonstrates that subdivision surfaces generated using the new scheme are C1 continuous. All these are achieved only by changing the value of a parameter k. The method is a completely simple one without constructing and solving equations. It can achieve local interpolation and solve the popping effect problem which are the method s advantages over the modified Butterfly scheme.Item Knitting a 3D Model(The Eurographics Association and Blackwell Publishing Ltd, 2008) Igarashi, Yuki; Igarashi, Takeo; Suzuki, HiromasaA knitted animal is made of a closed surface consisting of several knitted patches knitted out of yarn and stuffed with cotton (Fig. 1). We introduce a system to create a knitting pattern from a given 3D surface model (mainly designed for rotund animal models). A knitting pattern is an instructional diagram describing how to knit yarn to obtain a desired shape. Since the creation of knitting patterns requires special skill, this is difficult for nonprofessionals. Our system automates the process and allows anyone to obtain his or her original knitting patterns from a 3D model. The system first covers the surface of the model with parallel winding strips of constant width. The system then samples the strip at constant intervals to convert it into a knitting pattern. The result is presented in a standard visual format so that the user can easily refer it during actual knitting. We show several examples of knitted animals created using the system.1Example of a knitted animal. A typical knitted animal consists of several circular and cylindrical patches.Item Local Volume Preservation for Skinned Characters(The Eurographics Association and Blackwell Publishing Ltd, 2008) Rohmer, Damien; Hahmann, Stefanie; Cani, Marie-PauleGenerating plausible deformations of a character skin within the standard production pipeline is a challenge. This paper presents a volume preservation method dedicated to skinned characters. As usual, the character is defined by a skin mesh at some rest pose and an animation skeleton. At each animation step, skin deformations are first computed using standard SSD. Our method corrects the result using a set of local deformations which model the fold-over-free, constant volume behavior of soft tissues. This is done geometrically, without the need of any physically-based simulation. To make the method easily applicable, we also provide automatic ways to extract the local regions where volume is to be preserved and to compute adequate skinning weights, both based on the character s morphology.Item Online Personalised Non-photorealistic Rendering Technique for 3D Geometry from Incremental Sketching(The Eurographics Association and Blackwell Publishing Ltd, 2008) Ku, Daychyi; Qin, Shengfeng; Wright, David K.; Ma, CuixiaThis paper presents an online personalised non-photorealistic rendering (NPR) technique for 3D models generated from interactively sketched input. This technique has been integrated into a sketch-based modelling system. It lets users interact with computers by drawing naturally, without specifying the number, order, or direction of strokes. After sketches are interpreted as 3D objects, they can be rendered with personalised drawing styles so that the reconstructed 3D model can be presented in a sketchy style similar in appearance to what have been drawn for the 3D model. This technique captures the user s drawing style without using template or prior knowledge of the sketching style. The personalised rendering style can be applied to both visible and initially invisible geometry. The rendering strokes are intelligently selected from the input sketches and mapped to edges of the 3D object. In addition, non-geometric information such as surface textures can be added to the recognised object in different sketching modes. This will integrate sketch-based incremental 3D modelling and NPR into conceptual design.Item Part-type Segmentation of Articulated Voxel-Shapes using the Junction Rule(The Eurographics Association and Blackwell Publishing Ltd, 2008) Reniers, Dennie; Telea, AlexandruWe present a part-type segmentation method for articulated voxel-shapes based on curve skeletons. Shapes are considered to consist of several simpler, intersecting shapes. Our method is based on the junction rule: the observation that two intersecting shapes generate an additional junction in their joined curve-skeleton near the place of intersection. For each curve-skeleton point, we construct a piecewise-geodesic loop on the shape surface. Starting from the junctions, we search along the curve skeleton for points whose associated loops make for suitable part cuts. The segmentations are robust to noise and discretization artifacts, because the curve skeletonization incorporates a single user-parameter to filter spurious curve-skeleton branches. Furthermore, segment borders are smooth and minimally twisting by construction. We demonstrate our method on several real-world examples and compare it to existing part-type segmentation methods.Item Patch-type Segmentation of Voxel Shapes using Simplified Surface Skeletons(The Eurographics Association and Blackwell Publishing Ltd, 2008) Reniers, Dennie; Telea, AlexandruWe present a new method for decomposing a 3D voxel shape into disjoint segments using the shape s simplified surface-skeleton. The surface skeleton of a shape consists of 2D manifolds inside its volume. Each skeleton point has a maximally inscribed ball that touches the boundary in at least two contact points. A key observation is that the boundaries of the simplified fore- and background skeletons map one-to-one to increasingly fuzzy, soft convex, respectively concave, edges of the shape. Using this property, we build a method for segmentation of 3D shapes which has several desirable properties. Our method segments both noisy shapes and shapes with soft edges which vanish over low-curvature regions. Multiscale segmentations can be obtained by varying the simplification level of the skeleton. We present a voxel-based implementation of our approach and illustrate it on several realistic examples.Item Perceptual Evaluation of Color-to-Grayscale Image Conversions(The Eurographics Association and Blackwell Publishing Ltd, 2008) Cadik, M.Color images often have to be converted to grayscale for reproduction, artistic purposes, or for subsequent processing. Methods performing the conversion of color images to grayscale aim to retain as much information about the original color image as possible, while simultaneously producing perceptually plausible grayscale results. Recently, many methods of conversion have been proposed, but their performance has not yet been assessed. Therefore, the strengths and weaknesses of color-to-grayscale conversions are not known. In this paper, we present the results of two subjective experiments in which a total of 24 color images were converted to grayscale using seven state-of-the-art conversions and evaluated by 119 human subjects using a paired comparison paradigm. We surveyed nearly 20000 human responses and used them to evaluate the accuracy and preference of the color-to-grayscale conversions. To the best of our knowledge, the study presented in this paper is the first perceptual evaluation of color-to-grayscale conversions. Besides exposing the strengths and weaknesses of the researched methods, the aim of the study is to attain a deeper understanding of the examined field, which can accelerate the progress of color-to-grayscale conversion.Item Photon-driven Irradiance Cache(The Eurographics Association and Blackwell Publishing Ltd, 2008) Brouillat, J.; Gautron, P.; Bouatouch, K.We describe a global illumination method combining two well known techniques: photon mapping and irradiance caching. The photon mapping method has the advantage of being view independent but requires a costly additional rendering pass, called final gathering. As for irradiance caching, it is view-dependent, irradiance is only computed and cached on surfaces of the scene as viewed by a single camera. To compute records covering the entire scene, the irradiance caching method has to be run for many cameras, which takes a long time and is a tedious task since the user has to place the needed cameras manually. Our method exploits the advantages of these two methods and avoids any intervention of the user. It computes a refined, view-independent irradiance cache from a photon map. The global illumination solution is then rendered interactively using radiance cache splatting.