EG 2023 - STARs (CGF 42-2)
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State of the Art Reports
A Survey of Optimal Transport for Computer Graphics and Computer Vision
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paper ] [meta data
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Nicolas Bonneel and Julie Digne
A Survey of Indicators for Mesh Quality Assessment
[full
paper ] [meta data
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Tommaso Sorgente, Silvia Biasotti, Gianmarco Manzini, and Michela Spagnuolo
State of the Art in Dense Monocular Non-Rigid 3D Reconstruction
[full
paper ] [meta data
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Edith Tretschk, Navami Kairanda, Mallikarjun B R, Rishabh Dabral, Adam Kortylewski,
Bernhard Egger, Marc Habermann, Pascal Fua, Christian Theobalt, and Vladislav Golyanik
A Survey on Discrete Laplacians for General Polygonal Meshes
[full
paper ] [meta data
]
Astrid Bunge and Mario Botsch
Neurosymbolic Models for Computer Graphics
[full
paper ] [meta data
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Daniel Ritchie, Paul Guerrero, R. Kenny Jones, Niloy J. Mitra, Adriana Schulz, Karl D. D.
Willis, and Jiajun Wu
A Comprehensive Review of Data-Driven Co-Speech Gesture Generation
[full
paper ] [meta data
]
Simbarashe Nyatsanga, Taras Kucherenko, Chaitanya Ahuja, Gustav Eje Henter, and Michael
Neff
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Item EUROGRAPHICS 2023: CGF 42-2 STARs Frontmatter(The Eurographics Association and John Wiley & Sons Ltd., 2023) Bousseau, Adrien; Theobalt, Christian; Bousseau, Adrien; Theobalt, ChristianItem A Survey of Optimal Transport for Computer Graphics and Computer Vision(The Eurographics Association and John Wiley & Sons Ltd., 2023) Bonneel, Nicolas; Digne, Julie; Bousseau, Adrien; Theobalt, ChristianOptimal transport is a long-standing theory that has been studied in depth from both theoretical and numerical point of views. Starting from the 50s this theory has also found a lot of applications in operational research. Over the last 30 years it has spread to computer vision and computer graphics and is now becoming hard to ignore. Still, its mathematical complexity can make it difficult to comprehend, and as such, computer vision and computer graphics researchers may find it hard to follow recent developments in their field related to optimal transport. This survey first briefly introduces the theory of optimal transport in layman's terms as well as most common numerical techniques to solve it. More importantly, it presents applications of these numerical techniques to solve various computer graphics and vision related problems. This involves applications ranging from image processing, geometry processing, rendering, fluid simulation, to computational optics, and many more. It is aimed at computer graphics researchers desiring to follow optimal transport research in their field as well as optimal transport researchers willing to find applications for their numerical algorithms.Item A Survey of Indicators for Mesh Quality Assessment(The Eurographics Association and John Wiley & Sons Ltd., 2023) Sorgente, Tommaso; Biasotti, Silvia; Manzini, Gianmarco; Spagnuolo, Michela; Bousseau, Adrien; Theobalt, ChristianWe analyze the joint efforts made by the geometry processing and the numerical analysis communities in the last decades to define and measure the concept of ''mesh quality''. Researchers have been striving to determine how, and how much, the accuracy of a numerical simulation or a scientific computation (e.g., rendering, printing, modeling operations) depends on the particular mesh adopted to model the problem, and which geometrical features of the mesh most influence the result. The goal was to produce a mesh with good geometrical properties and the lowest possible number of elements, able to produce results in a target range of accuracy. We overview the most common quality indicators, measures, or metrics that are currently used to evaluate the goodness of a discretization and drive mesh generation or mesh coarsening/refinement processes. We analyze a number of local and global indicators, defined over two- and three-dimensional meshes with any type of elements, distinguishing between simplicial, quadrangular/hexahedral, and generic polytopal elements. We also discuss mesh optimization algorithms based on the above indicators and report common libraries for mesh analysis and quality-driven mesh optimization.Item State of the Art in Dense Monocular Non-Rigid 3D Reconstruction(The Eurographics Association and John Wiley & Sons Ltd., 2023) Tretschk, Edith; Kairanda, Navami; B R, Mallikarjun; Dabral, Rishabh; Kortylewski, Adam; Egger, Bernhard; Habermann, Marc; Fua, Pascal; Theobalt, Christian; Golyanik, Vladislav; Bousseau, Adrien; Theobalt, Christian3D reconstruction of deformable (or non-rigid) scenes from a set of monocular 2D image observations is a long-standing and actively researched area of computer vision and graphics. It is an ill-posed inverse problem, since-without additional prior assumptions-it permits infinitely many solutions leading to accurate projection to the input 2D images. Non-rigid reconstruction is a foundational building block for downstream applications like robotics, AR/VR, or visual content creation. The key advantage of using monocular cameras is their omnipresence and availability to the end users as well as their ease of use compared to more sophisticated camera set-ups such as stereo or multi-view systems. This survey focuses on state-of-the-art methods for dense non-rigid 3D reconstruction of various deformable objects and composite scenes from monocular videos or sets of monocular views. It reviews the fundamentals of 3D reconstruction and deformation modeling from 2D image observations. We then start from general methods-that handle arbitrary scenes and make only a few prior assumptions-and proceed towards techniques making stronger assumptions about the observed objects and types of deformations (e.g. human faces, bodies, hands, and animals). A significant part of this STAR is also devoted to classification and a high-level comparison of the methods, as well as an overview of the datasets for training and evaluation of the discussed techniques. We conclude by discussing open challenges in the field and the social aspects associated with the usage of the reviewed methods.Item A Survey on Discrete Laplacians for General Polygonal Meshes(The Eurographics Association and John Wiley & Sons Ltd., 2023) Bunge, Astrid; Botsch, Mario; Bousseau, Adrien; Theobalt, ChristianThe Laplace Beltrami operator is one of the essential tools in geometric processing. It allows us to solve numerous partial differential equations on discrete surface meshes, which is a fundamental building block in many computer graphics applications. Discrete Laplacians are typically limited to standard elements like triangles or quadrilaterals, which severely constrains the tessellation of the mesh. But in recent years, several approaches were able to generalize the Laplace Beltrami and its closely related gradient and divergence operators to more general meshes. This allows artists and engineers to work with a wider range of elements which are sometimes required and beneficial in their field. This paper discusses the different constructions of these three ubiquitous differential operators on arbitrary polygons and analyzes their individual advantages and properties in common computer graphics applications.Item Neurosymbolic Models for Computer Graphics(The Eurographics Association and John Wiley & Sons Ltd., 2023) Ritchie, Daniel; Guerrero, Paul; Jones, R. Kenny; Mitra, Niloy J.; Schulz, Adriana; Willis, Karl D. D.; Wu, Jiajun; Bousseau, Adrien; Theobalt, ChristianProcedural models (i.e. symbolic programs that output visual data) are a historically-popular method for representing graphics content: vegetation, buildings, textures, etc. They offer many advantages: interpretable design parameters, stochastic variations, high-quality outputs, compact representation, and more. But they also have some limitations, such as the difficulty of authoring a procedural model from scratch. More recently, AI-based methods, and especially neural networks, have become popular for creating graphic content. These techniques allow users to directly specify desired properties of the artifact they want to create (via examples, constraints, or objectives), while a search, optimization, or learning algorithm takes care of the details. However, this ease of use comes at a cost, as it's often hard to interpret or manipulate these representations. In this state-of-the-art report, we summarize research on neurosymbolic models in computer graphics: methods that combine the strengths of both AI and symbolic programs to represent, generate, and manipulate visual data. We survey recent work applying these techniques to represent 2D shapes, 3D shapes, and materials & textures. Along the way, we situate each prior work in a unified design space for neurosymbolic models, which helps reveal underexplored areas and opportunities for future research.Item A Comprehensive Review of Data-Driven Co-Speech Gesture Generation(The Eurographics Association and John Wiley & Sons Ltd., 2023) Nyatsanga, Simbarashe; Kucherenko, Taras; Ahuja, Chaitanya; Henter, Gustav Eje; Neff, Michael; Bousseau, Adrien; Theobalt, ChristianGestures that accompany speech are an essential part of natural and efficient embodied human communication. The automatic generation of such co-speech gestures is a long-standing problem in computer animation and is considered an enabling technology for creating believable characters in film, games, and virtual social spaces, as well as for interaction with social robots. The problem is made challenging by the idiosyncratic and non-periodic nature of human co-speech gesture motion, and by the great diversity of communicative functions that gestures encompass. The field of gesture generation has seen surging interest in the last few years, owing to the emergence of more and larger datasets of human gesture motion, combined with strides in deep-learning-based generative models that benefit from the growing availability of data. This review article summarizes co-speech gesture generation research, with a particular focus on deep generative models. First, we articulate the theory describing human gesticulation and how it complements speech. Next, we briefly discuss rule-based and classical statistical gesture synthesis, before delving into deep learning approaches. We employ the choice of input modalities as an organizing principle, examining systems that generate gestures from audio, text and non-linguistic input. Concurrent with the exposition of deep learning approaches, we chronicle the evolution of the related training data sets in terms of size, diversity, motion quality, and collection method (e.g., optical motion capture or pose estimation from video). Finally, we identify key research challenges in gesture generation, including data availability and quality; producing human-like motion; grounding the gesture in the co-occurring speech in interaction with other speakers, and in the environment; performing gesture evaluation; and integration of gesture synthesis into applications. We highlight recent approaches to tackling the various key challenges, as well as the limitations of these approaches, and point toward areas of future development.