7,344 results
Search Results
52. Computational Aesthetics 2009 Call for papers.
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CONFERENCES & conventions ,COMPUTER graphics - Abstract
An invitation for the submission of papers for the 2009 Symposium on Computational Aesthetics in Victoria, British Columbia is presented.
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- 2008
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53. Visualizing and Interacting with Geospatial Networks: A Survey and Design Space.
- Author
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Schöttler, Sarah, Yang, Yalong, Pfister, Hanspeter, and Bach, Benjamin
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PROBLEM solving ,INFORMATION networks ,SOCIAL networks ,VISUALIZATION ,MULTICASTING (Computer networks) - Abstract
This paper surveys visualization and interaction techniques for geospatial networks from a total of 95 papers. Geospatial networks are graphs where nodes and links can be associated with geographic locations. Examples can include social networks, trade and migration, as well as traffic and transport networks. Visualizing geospatial networks poses numerous challenges around the integration of both network and geographical information as well as additional information such as node and link attributes, time and uncertainty. Our overview analyses existing techniques along four dimensions: (i) the representation of geographical information, (ii) the representation of network information, (iii) the visual integration of both and (iv) the use of interaction. These four dimensions allow us to discuss techniques with respect to the trade‐offs they make between showing information across all these dimensions and how they solve the problem of showing as much information as necessary while maintaining readability of the visualization. https://geonetworks.github.io. [ABSTRACT FROM AUTHOR]
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- 2021
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54. A Random Sampling O(n) Force‐calculation Algorithm for Graph Layouts.
- Author
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Gove, R.
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GRAPH algorithms ,STATISTICAL sampling ,FAST multipole method - Abstract
This paper proposes a linear‐time repulsive‐force‐calculation algorithm with sub‐linear auxiliary space requirements, achieving an asymptotic improvement over the Barnes‐Hut and Fast Multipole Method force‐calculation algorithms. The algorithm, named random vertex sampling (RVS), achieves its speed by updating a random sample of vertices at each iteration, each with a random sample of repulsive forces. This paper also proposes a combination algorithm that uses RVS to derive an initial layout and then applies Barnes‐Hut to refine the layout. An evaluation of RVS and the combination algorithm compares their speed and quality on 109 graphs against a Barnes‐Hut layout algorithm. The RVS algorithm performs up to 6.1 times faster on the tested graphs while maintaining comparable layout quality. The combination algorithm also performs faster than Barnes‐Hut, but produces layouts that are more symmetric than using RVS alone. Data and code: https://osf.io/nb7m8/ [ABSTRACT FROM AUTHOR]
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- 2019
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55. Real‐Time Rendering of Eclipses without Incorporation of Atmospheric Effects.
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Schneegans, S., Gilg, J., Ahlers, V., and Gerndt, A.
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SOLAR surface ,SOLAR system ,LIGHT sources ,VIRTUAL reality ,ECLIPSES ,SOLAR eclipses - Abstract
In this paper, we present a novel approach for real‐time rendering of soft eclipse shadows cast by spherical, atmosphereless bodies. While this problem may seem simple at first, it is complicated by several factors. First, the extreme scale differences and huge mutual distances of the involved celestial bodies cause rendering artifacts in practice. Second, the surface of the Sun does not emit light evenly in all directions (an effect which is known as limb darkening). This makes it impossible to model the Sun as a uniform spherical light source. Finally, our intended applications include real‐time rendering of solar eclipses in virtual reality, which require very high frame rates. As a solution to these problems, we precompute the amount of shadowing into an eclipse shadow map, which is parametrized so that it is independent of the position and size of the occluder. Hence, a single shadow map can be used for all spherical occluders in the Solar System. We assess the errors introduced by various simplifications and compare multiple approaches in terms of performance and precision. Last but not least, we compare our approaches to the state‐of‐the‐art and to reference images. The implementation has been published under the MIT license. [ABSTRACT FROM AUTHOR]
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- 2022
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56. Error Analysis of Photometric Stereo with Near Quasi‐Point Lights.
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Chen, Q., Ren, Y., Zhao, Z., Tao, W., and Zhao, H.
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PHOTOMETRIC stereo ,LIGHT sources ,SYSTEMS design - Abstract
The shape recovery quality of photometric stereo is sensitive to complicated error factors under close range lighting of quasi‐point lights. However, the error performance of photometric stereo under this practical scenario is still obscure. This paper presents a comprehensive error analysis of photometric stereo with near quasi‐point lights (NQPL‐PS). Five main error factors are identified under this scenario and their corresponding analytical formulations are introduced. Statistic computation and experiments are used to validate the theoretical formulations and inspect the relationships between normal inaccuracies and each type of discrepancies. In addition, the impacts of multiple system parameters of an NQPL‐PS configuration on the normal estimation error are also studied. In order to evaluate the relative importance of various error factors, a probability‐based evaluation criterion is proposed, which focuses on the error performance over the state space and the error space, rather than the simple comparison of the values of normal inaccuracy. The assessment results show that the non‐uniformity of illuminants, and the calibration error in the position of light sources hold the dominant places among those five error factors. This paper provides insights for the accuracy improvement and system design of NQPL‐PS. [ABSTRACT FROM AUTHOR]
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- 2022
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57. Transforming an Adjacency Graph into Dimensioned Floorplan Layouts.
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Bisht, Sumit, Shekhawat, Krishnendra, Upasani, Nitant, Jain, Rahil N., Tiwaskar, Riddhesh Jayesh, and Hebbar, Chinmay
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FLOOR plans ,MATHEMATICAL optimization ,MACHINE learning ,GRAPH algorithms ,COMPUTATIONAL geometry - Abstract
In recent times, researchers have proposed several approaches for building floorplans using parametric/generative design, shape grammars, machine learning, AI, etc. This paper aims to demonstrate a mathematical approach for the automated generation of floorplan layouts. Mathematical formulations warrant the fulfilment of all input user constraints, unlike the learning‐based methods present in the literature. Moreover, the algorithms illustrated in this paper are robust, scalable and highly efficient, generating thousands of floorplans in a few milliseconds. We present G2PLAN, a software based on graph‐theoretic and linear optimization techniques, that generates all topologically distinct floorplans with different boundary rooms in linear time for given adjacency and dimensional constraints. G2PLAN builds on the work of GPLAN and offers solutions to a wider range of adjacency relations (one‐connected, non‐triangulated graphs) and better dimensioning customizability. It also generates a catalogue of dimensionless as well as dimensioned floorplans satisfying user requirements. [ABSTRACT FROM AUTHOR]
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- 2022
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58. EUROGRAPHICS'85 Best Paper Award.
- Author
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Vandoni, C E
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- 1985
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59. Visualization in Astrophysics: Developing New Methods, Discovering Our Universe, and Educating the Earth.
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Lan, Fangfei, Young, Michael, Anderson, Lauren, Ynnerman, Anders, Bock, Alexander, Borkin, Michelle A., Forbes, Angus G., Kollmeier, Juna A., and Wang, Bei
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ASTROPHYSICS ,VISUALIZATION ,TASK analysis ,ASTRONOMERS ,DATA analysis - Abstract
We present a state‐of‐the‐art report on visualization in astrophysics. We survey representative papers from both astrophysics and visualization and provide a taxonomy of existing approaches based on data analysis tasks. The approaches are classified based on five categories: data wrangling, data exploration, feature identification, object reconstruction, as well as education and outreach. Our unique contribution is to combine the diverse viewpoints from both astronomers and visualization experts to identify challenges and opportunities for visualization in astrophysics. The main goal is to provide a reference point to bring modern data analysis and visualization techniques to the rich datasets in astrophysics. [ABSTRACT FROM AUTHOR]
- Published
- 2021
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60. Data to Physicalization: A Survey of the Physical Rendering Process.
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Djavaherpour, H., Samavati, F., Mahdavi‐Amiri, A., Yazdanbakhsh, F., Huron, S., Levy, R., Jansen, Y., and Oehlberg, L.
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RAPID prototyping ,PIPELINE inspection ,FALSIFICATION of data - Abstract
Physical representations of data offer physical and spatial ways of looking at, navigating, and interacting with data. While digital fabrication has facilitated the creation of objects with data‐driven geometry, rendering data as a physically fabricated object is still a daunting leap for many physicalization designers. Rendering in the scope of this research refers to the back‐and‐forth process from digital design to digital fabrication and its specific challenges. We developed a corpus of example data physicalizations from research literature and physicalization practice. This survey then unpacks the "rendering" phase of the extended InfoVis pipeline in greater detail through these examples, with the aim of identifying ways that researchers, artists, and industry practitioners "render" physicalizations using digital design and fabrication tools. [ABSTRACT FROM AUTHOR]
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- 2021
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61. Accessible Visualization: Design Space, Opportunities, and Challenges.
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Kim, N. W., Joyner, S. C., Riegelhuth, A., and Kim, Y.
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ACCESSIBLE design ,ASSISTIVE technology ,VISUAL perception ,MAP design ,VISION disorders - Abstract
Visualizations are now widely used across disciplines to understand and communicate data. The benefit of visualizations lies in leveraging our natural visual perception. However, the sole dependency on vision can produce unintended discrimination against people with visual impairments. While the visualization field has seen enormous growth in recent years, supporting people with disabilities is much less explored. In this work, we examine approaches to support this marginalized user group, focusing on visual disabilities. We collected and analyzed papers published for the last 20 years on visualization accessibility. We mapped a design space for accessible visualization that includes seven dimensions: user group, literacy task, chart type, interaction, information granularity, sensory modality, assistive technology. We described the current knowledge gap in light of the latest advances in visualization and presented a preliminary accessibility model by synthesizing findings from existing research. Finally, we reflected on the dimensions and discussed opportunities and challenges for future research. [ABSTRACT FROM AUTHOR]
- Published
- 2021
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62. Physically‐based Book Simulation with Freeform Developable Surfaces.
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Wolf, Thomas, Cornillère, Victor, and Sorkine-Hornung, Olga
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BOOKS & reading ,MEDIA consumption ,ELECTRONIC books ,DIGITAL media ,ARTISTS' books ,AUTOMATIC timers - Abstract
Reading books or articles digitally has become accessible and widespread thanks to the large amount of affordable mobile devices and distribution platforms. However, little effort has been devoted to improving the digital book reading experience, despite studies showing disadvantages of digital text media consumption, such as diminished memory recall and enjoyment, compared to physical books. In addition, a vast amount of physical, printed books of interest exist, many of them rare and not easily physically accessible, such as out‐of‐print art books, first editions, or historical tomes secured in museums. Digital replicas of such books are typically either purely text based, or consist of photographed pages, where much of the essence of leafing through and experiencing the actual artifact is lost. In this work, we devise a method to recreate the experience of reading and interacting with a physical book in a digital 3D environment. Leveraging recent work on static modeling of freeform developable surfaces, which exhibit paper‐like properties, we design a method for dynamic physical simulation of such surfaces, accounting for gravity and handling collisions to simulate pages in a book. We propose a mix of 2D and 3D models, specifically tailored to represent books to achieve a computationally fast simulation, running in real time on mobile devices. Our system enables users to lift, bend and flip book pages by holding them at arbitrary locations and provides a holistic interactive experience of a virtual 3D book. [ABSTRACT FROM AUTHOR]
- Published
- 2021
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63. Visual Analytics on Network Forgetting for Task‐Incremental Learning.
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Li, Ziwei, Xu, Jiayi, Chao, Wei‐Lun, and Shen, Han‐Wei
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VISUAL analytics ,MACHINE learning ,RIGHT to be forgotten ,INTELLIGENT agents ,TASK performance ,MEMORIZATION - Abstract
Task‐incremental learning (Task‐IL) aims to enable an intelligent agent to continuously accumulate knowledge from new learning tasks without catastrophically forgetting what it has learned in the past. It has drawn increasing attention in recent years, with many algorithms being proposed to mitigate neural network forgetting. However, none of the existing strategies is able to completely eliminate the issues. Moreover, explaining and fully understanding what knowledge and how it is being forgotten during the incremental learning process still remains under‐explored. In this paper, we propose KnowledgeDrift, a visual analytics framework, to interpret the network forgetting with three objectives: (1) to identify when the network fails to memorize the past knowledge, (2) to visualize what information has been forgotten, and (3) to diagnose how knowledge attained in the new model interferes with the one learned in the past. Our analytical framework first identifies the occurrence of forgetting by tracking the task performance under the incremental learning process and then provides in‐depth inspections of drifted information via various levels of data granularity. KnowledgeDrift allows analysts and model developers to enhance their understanding of network forgetting and compare the performance of different incremental learning algorithms. Three case studies are conducted in the paper to further provide insights and guidance for users to effectively diagnose catastrophic forgetting over time. [ABSTRACT FROM AUTHOR]
- Published
- 2023
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64. Process and Pitfalls of Online Teaching and Learning with Design Study "Lite" Methodology: A Retrospective Analysis.
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Syeda, Uzma Haque, Dunne, Cody, and Borkin, Michelle A.
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DESIGN education ,ONLINE education ,VIRTUAL classrooms ,RETROSPECTIVE studies ,ONLINE algorithms ,DATA visualization ,THEMATIC analysis - Abstract
Design studies are an integral method of visualization research with hundreds of instances in the literature. Although taught as a theory, the practical implementation of design studies is often excluded from visualization pedagogy due to the lengthy time commitments associated with such studies. Recent research has addressed this challenge and developed an expedited design study framework, the Design Study "Lite" Methodology (DSLM), which can implement design studies with novice students within just 14 weeks. The framework was developed and evaluated based on five semesters of in‐person data visualization courses with 30 students or less and was implemented in conjunction with Service‐Learning (S‐L). With the growth and popularity of the data visualization field—and the teaching environment created by the COVID‐19 pandemic—more academic institutions are offering visualization courses online. Therefore, in this paper, we strengthen and validate the epistemological foundations of the DSLM framework by testing its (1) adaptability to online learning environments and conditions and (2) scalability to larger classes with up to 57 students. We present two online implementations of the DSLM framework, with and without Service‐Learning (S‐L), to test the adaptability and scalability of the framework. We further demonstrate that the framework can be applied effectively without the S‐L component. We reflect on our experience with the online DSLM implementations and contribute a detailed retrospective analysis using thematic analysis and grounded theory methods to draw valuable recommendations and guidelines for future applications of the framework. This work verifies that DSLM can be used successfully in online classes to teach design study methodology. Finally, we contribute novel additions to the DSLM framework to further enhance it for teaching and learning design studies in the classroom. The preprint and supplementary materials for this paper can be found at https://osf.io/6bjx5/. [ABSTRACT FROM AUTHOR]
- Published
- 2023
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65. Chart Question Answering: State of the Art and Future Directions.
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Hoque, E., Kavehzadeh, P., and Masry, A.
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DATA visualization ,NATURAL languages ,NATURAL language processing - Abstract
Information visualizations such as bar charts and line charts are very common for analyzing data and discovering critical insights. Often people analyze charts to answer questions that they have in mind. Answering such questions can be challenging as they often require a significant amount of perceptual and cognitive effort. Chart Question Answering (CQA) systems typically take a chart and a natural language question as input and automatically generate the answer to facilitate visual data analysis. Over the last few years, there has been a growing body of literature on the task of CQA. In this survey, we systematically review the current state‐of‐the‐art research focusing on the problem of chart question answering. We provide a taxonomy by identifying several important dimensions of the problem domain including possible inputs and outputs of the task and discuss the advantages and limitations of proposed solutions. We then summarize various evaluation techniques used in the surveyed papers. Finally, we outline the open challenges and future research opportunities related to chart question answering. [ABSTRACT FROM AUTHOR]
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- 2022
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66. Exploring Effects of Ecological Visual Analytics Interfaces on Experts' and Novices' Decision‐Making Processes: A Case Study in Air Traffic Control.
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Zohrevandi, E., Westin, C. A. L., Vrotsou, K., and Lundberg, J.
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AIR traffic control ,VISUAL analytics ,DECISION making ,AIR traffic - Abstract
Operational demands in safety‐critical systems impose a risk of failure to the operators especially during urgent situations. Operators of safety‐critical systems learn to make decisions effectively throughout extensive training programs and many years of experience. In the domain of air traffic control, expensive training with high dropout rates calls for research to enhance novices' ability to detect and resolve conflicts in the airspace. While previous researchers have mostly focused on redesigning training instructions and programs, the current paper explores possible benefits of novel visual representations to improve novices' understanding of the situations as well as their decision‐making process. We conduct an experimental evaluation study testing two ecological visual analytics interfaces, developed in a previous study, as support systems to facilitate novice decision‐making. The main contribution of this paper is threefold. First, we describe the application of an ecological interface design approach to the development of two visual analytics interfaces. Second, we perform a human‐in‐the‐loop experiment with forty‐five novices within a simplified air traffic control simulation environment. Third, by performing an expert‐novice comparison we investigate the extent to which effects of the proposed interfaces can be attributed to the subjects' expertise. The results show that the proposed ecological visual analytics interfaces improved novices' understanding of the information about conflicts as well as their problem‐solving performance. Further, the results show that the beneficial effects of the proposed interfaces were more attributable to the visual representations than the users' expertise. [ABSTRACT FROM AUTHOR]
- Published
- 2022
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67. Streaming Approach to In Situ Selection of Key Time Steps for Time‐Varying Volume Data.
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Wu, Mengxi, Chiang, Yi‐Jen, and Musco, Christopher
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NUMERICAL solutions for linear algebra ,APPROXIMATION algorithms ,DYNAMIC programming ,SCIENTIFIC visualization - Abstract
Key time steps selection, i.e., selecting a subset of most representative time steps, is essential for effective and efficient scientific visualization of large time‐varying volume data. In particular, as computer simulations continue to grow in size and complexity, they often generate output that exceeds both the available storage capacity and bandwidth for transferring results to storage, making it indispensable to save only a subset of time steps. At the same time, this subset must be chosen so that it is highly representative, to facilitate post‐processing and reconstruction with high fidelity. The key time steps selection problem is especially challenging in the in situ setting, where we can only process data in one pass in an online streaming fashion, using a small amount of main memory and fast computation. In this paper, we formulate the problem as that of optimal piece‐wise linear interpolation. We first apply a method from numerical linear algebra to compute linear interpolation solutions and their errors in an online streaming fashion. Using that method as a building block, we can obtain a global optimal solution for the piece‐wise linear interpolation problem via a standard dynamic programming (DP) algorithm. However, this approach needs to process the time steps in multiple passes and is too slow for the in situ setting. To address this issue, we introduce a novel approximation algorithm, which processes time steps in one pass in an online streaming fashion, with very efficient computing time and main memory space both in theory and in practice. The algorithm is suitable for the in situ setting. Moreover, we prove that our algorithm, which is based on a greedy update rule, has strong theoretical guarantees on the approximation quality and the number of time steps stored. To the best of our knowledge, this is the first algorithm suitable for in situ key time steps selection with such theoretical guarantees, and is the main contribution of this paper. Experiments demonstrate the efficacy of our new techniques. [ABSTRACT FROM AUTHOR]
- Published
- 2022
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68. 2019_editorial_v2.
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Chen, Min and Benes, Bedrich
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COMPUTER graphics ,COMPUTER-generated imagery - Abstract
An editorial is presented which discusses about the reports from Thomson Reuters, making impact on computer graphics and its subfields and partnership with two major events in computer graphics that includes Symposium on Computer Animation and Conference on High-Performance Graphics.
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- 2019
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69. Front Matter.
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VISUAL analytics ,IMPLICIT learning ,OPEN access publishing ,DATA visualization - Abstract
B EuroVis 2021 b B 23rd Eurographics Conference on Visualization 2021 b Zurich, Switzerland (Virtual Conference) June 14 - 18, 2021 GLO:BNX/01jun21:cgf14328-gra-0001.jpg PHOTO (COLOR): . gl B General Chairs b Renato Pajarola, University of Zürich, Switzerland Tobias Günther, FAU Erlangen-Nürnberg, Germany B Full Papers Chairs b Rita Borgo, King's College London, UK G. Elisabeta Marai, University of Illinois at Chicago, USA Tatiana von Landesberger, University of Cologne and University of Rostock, Germany B STARs Chairs b Noeska Smit, University of Bergen, Norway Katerina Vrotsou, Linköping University, Sweden Bei Wang, University of Utah, USA B Short Papers Chairs b Marco Agus, Hamad bin Khalifa University, Qatar Christoph Garth, University of Kaiserslautern, Germany Andreas Kerren, Linnaeus University, Sweden B Posters Chairs b Jan Byska, Masaryk University, Czech Republic and University of Bergen, Norway Stefan Jänicke, University of Southern Denmark, Denmark Johanna Schmidt, VRVis Zentrum für Virtual Reality und Visualisierung Forschungs-GmbH, Austria B Workshop Chair b Jürgen Bernard, University of Zurich, Switzerland Sponsors GLO:BNX/01jun21:cgf14328-gra-0002.jpg PHOTO (COLOR): . gl Preface EuroVis 2021, the Eurographics / IEEE VGTC Conference on Visualization was scheduled to be held in Zürich, Switzerland from June 14 to June 18th, 2021. We were looking forward to bringing the international data visualization community together at the conference in Zürich. EuroVis also covers the theory of visualization, hardware acceleration, large datasets, perception, interaction, user studies, information visualization, visual analytics, and many application areas of visualization. [Extracted from the article]
- Published
- 2021
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70. Design Factors for Summary Visualization in Visual Analytics.
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Sarikaya, A., Gleicher, M., and Szafir, D. A.
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VISUAL analytics ,CONTENT analysis ,DATA visualization ,INFORMATION science ,INFORMATION design - Abstract
Abstract: Data summarization allows analysts to explore datasets that may be too complex or too large to visualize in detail. Designers face a number of design and implementation choices when using summarization in visual analytics systems. While these choices influence the utility of the resulting system, there are no clear guidelines for the use of these summarization techniques. In this paper, we codify summarization use in existing systems to identify key factors in the design of summary visualizations. We use quantitative content analysis to systematically survey examples of visual analytics systems and enumerate the use of these design factors in data summarization. Through this analysis, we expose the relationship between design considerations, strategies for data summarization in visualization systems, and how different summarization methods influence the analyses supported by systems. We use these results to synthesize common patterns in real‐world use of summary visualizations and highlight open challenges and opportunities that these patterns offer for designing effective systems. This work provides a more principled understanding of design practices for summary visualization and offers insight into underutilized approaches. [ABSTRACT FROM AUTHOR]
- Published
- 2018
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71. Neural Fields in Visual Computing and Beyond.
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Xie, Yiheng, Takikawa, Towaki, Saito, Shunsuke, Litany, Or, Yan, Shiqin, Khan, Numair, Tombari, Federico, Tompkin, James, sitzmann, Vincent, and Sridhar, Srinath
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VISUAL fields ,MACHINE learning ,THREE-dimensional imaging ,ARTIFICIAL intelligence ,HUMAN body - Abstract
Recent advances in machine learning have led to increased interest in solving visual computing problems using methods that employ coordinate‐based neural networks. These methods, which we call neural fields, parameterize physical properties of scenes or objects across space and time. They have seen widespread success in problems such as 3D shape and image synthesis, animation of human bodies, 3D reconstruction, and pose estimation. Rapid progress has led to numerous papers, but a consolidation of the discovered knowledge has not yet emerged. We provide context, mathematical grounding, and a review of over 250 papers in the literature on neural fields. In Part I, we focus on neural field techniques by identifying common components of neural field methods, including different conditioning, representation, forward map, architecture, and manipulation methods. In Part II, we focus on applications of neural fields to different problems in visual computing, and beyond (e.g., robotics, audio). Our review shows the breadth of topics already covered in visual computing, both historically and in current incarnations, and highlights the improved quality, flexibility, and capability brought by neural field methods. Finally, we present a companion website that acts as a living database that can be continually updated by the community. [ABSTRACT FROM AUTHOR]
- Published
- 2022
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72. Interaction Fields: Intuitive Sketch‐based Steering Behaviors for Crowd Simulation.
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Colas, A., van Toll, W., Zibrek, K., Hoyet, L., Olivier, A.‐H., and Pettré, J.
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COLLECTIVE behavior ,WALKING speed ,VECTOR fields ,GRAPHICAL user interfaces - Abstract
The real‐time simulation of human crowds has many applications. In a typical crowd simulation, each person ('agent') in the crowd moves towards a goal while adhering to local constraints. Many algorithms exist for specific local 'steering' tasks such as collision avoidance or group behavior. However, these do not easily extend to completely new types of behavior, such as circling around another agent or hiding behind an obstacle. They also tend to focus purely on an agent's velocity without explicitly controlling its orientation. This paper presents a novel sketch‐based method for modelling and simulating many steering behaviors for agents in a crowd. Central to this is the concept of an interaction field (IF): a vector field that describes the velocities or orientations that agents should use around a given 'source' agent or obstacle. An IF can also change dynamically according to parameters, such as the walking speed of the source agent. IFs can be easily combined with other aspects of crowd simulation, such as collision avoidance. Using an implementation of IFs in a real‐time crowd simulation framework, we demonstrate the capabilities of IFs in various scenarios. This includes game‐like scenarios where the crowd responds to a user‐controlled avatar. We also present an interactive tool that computes an IF based on input sketches. This IF editor lets users intuitively and quickly design new types of behavior, without the need for programming extra behavioral rules. We thoroughly evaluate the efficacy of the IF editor through a user study, which demonstrates that our method enables non‐expert users to easily enrich any agent‐based crowd simulation with new agent interactions. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
73. Learning Spectral Unions of Partial Deformable 3D Shapes.
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Moschella, Luca, Melzi, Simone, Cosmo, Luca, Maggioli, Filippo, Litany, Or, Ovsjanikov, Maks, Guibas, Leonidas, and Rodolà, Emanuele
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DEFORMATION of surfaces ,POINT cloud ,COMPUTATIONAL geometry ,HUMAN body ,EIGENVALUES - Abstract
Spectral geometric methods have brought revolutionary changes to the field of geometry processing. Of particular interest is the study of the Laplacian spectrum as a compact, isometry and permutation‐invariant representation of a shape. Some recent works show how the intrinsic geometry of a full shape can be recovered from its spectrum, but there are approaches that consider the more challenging problem of recovering the geometry from the spectral information of partial shapes. In this paper, we propose a possible way to fill this gap. We introduce a learning‐based method to estimate the Laplacian spectrum of the union of partial non‐rigid 3D shapes, without actually computing the 3D geometry of the union or any correspondence between those partial shapes. We do so by operating purely in the spectral domain and by defining the union operation between short sequences of eigenvalues. We show that the approximated union spectrum can be used as‐is to reconstruct the complete geometry [MRC*19], perform region localization on a template [RTO*19] and retrieve shapes from a database, generalizing ShapeDNA [RWP06] to work with partialities. Working with eigenvalues allows us to deal with unknown correspondence, different sampling, and different discretizations (point clouds and meshes alike), making this operation especially robust and general. Our approach is data‐driven and can generalize to isometric and non‐isometric deformations of the surface, as long as these stay within the same semantic class (e.g., human bodies or horses), as well as to partiality artifacts not seen at training time. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
74. Dynamic Combination of Crowd Steering Policies Based on Context.
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Cabrero‐Daniel, B., Marques, R., Hoyet, L., Pettré, J., and Blat, J.
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CROWD control ,CROWDS ,NUMBER theory ,MULTIAGENT systems ,PERFORMANCE theory - Abstract
Simulating crowds requires controlling a very large number of trajectories of characters and is usually performed using crowd steering algorithms. The question of choosing the right algorithm with the right parameter values is of crucial importance given the large impact on the quality of results. In this paper, we study the performance of a number of steering policies (i.e., simulation algorithm and its parameters) in a variety of contexts, resorting to an existing quality function able to automatically evaluate simulation results. This analysis allows us to map contexts to the performance of steering policies. Based on this mapping, we demonstrate that distributing the best performing policies among characters improves the resulting simulations. Furthermore, we also propose a solution to dynamically adjust the policies, for each agent independently and while the simulation is running, based on the local context each agent is currently in. We demonstrate significant improvements of simulation results compared to previous work that would optimize parameters once for the whole simulation, or pick an optimized, but unique and static, policy for a given global simulation context. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
75. MoCo‐Flow: Neural Motion Consensus Flow for Dynamic Humans in Stationary Monocular Cameras.
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Chen, Xuelin, Li, Weiyu, Cohen‐Or, Daniel, Mitra, Niloy J., and Chen, Baoquan
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MONOCULARS ,CONTINUOUS functions ,HUMAN beings ,DYNAMIC models - Abstract
Synthesizing novel views of dynamic humans from stationary monocular cameras is a specialized but desirable setup. This is particularly attractive as it does not require static scenes, controlled environments, or specialized capture hardware. In contrast to techniques that exploit multi‐view observations, the problem of modeling a dynamic scene from a single view is significantly more under‐constrained and ill‐posed. In this paper, we introduce Neural Motion Consensus Flow (MoCo‐Flow), a representation that models dynamic humans in stationary monocular cameras using a 4D continuous time‐variant function. We learn the proposed representation by optimizing for a dynamic scene that minimizes the total rendering error, over all the observed images. At the heart of our work lies a carefully designed optimization scheme, which includes a dedicated initialization step and is constrained by a motion consensus regularization on the estimated motion flow. We extensively evaluate MoCo‐Flow on several datasets that contain human motions of varying complexity, and compare, both qualitatively and quantitatively, to several baselines and ablated variations of our methods, showing the efficacy and merits of the proposed approach. Pretrained model, code, and data will be released for research purposes upon paper acceptance. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
76. Front Matter.
- Subjects
OBJECT tracking (Computer vision) ,TRACKING algorithms ,DEFORMATION of surfaces ,DATA visualization ,DEEP learning - Abstract
Günther is the recipient of an impressive number of important awards, such as the EUROGRAPHICS PhD Thesis Award, IEEE Visualization and Graphics Technical Committee (VGTC) Dissertation Award, Best Paper Award at TopoInVis, as well as Best Paper Honorable Mentions at EUROGRAPHICS and IEEE Visualization. Eurographics Young Researcher Award 2021: Tobias Günther GLO:BNX/01may21:cgf14257-gra-0007.jpg PHOTO (COLOR): . gl Tobias Günther is awarded the EUROGRAPHICS Young Researcher Award 2021. Keynotes Replicating Reality Dieter W. Fellner https://orcid.org/0000-0001-7756-0901 TU Darmstadt & Fraunhofer IGD, Germany Graz University of Technology, Institute of Computer Graphics and Knowledge Visualization, Austria GLO:BNX/01may21:cgf14257-gra-0009.jpg PHOTO (COLOR): . gl Biography Dieter Fellner is a Professor for Computer Science at Graz University of Technology and at TU Darmstadt, Director of the Fraunhofer Institute for Computer Graphics Research IGD (located in Darmstadt, Rostock and Singapore) and CEO of Fraunhofer Austria (located in Vienna and Graz). [Extracted from the article]
- Published
- 2021
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77. Non‐Euclidean Sliced Optimal Transport Sampling.
- Author
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Genest, Baptiste, Courty, Nicolas, and Coeurjolly, David
- Abstract
In machine learning and computer graphics, a fundamental task is the approximation of a probability density function through a well‐dispersed collection of samples. Providing a formal metric for measuring the distance between probability measures on general spaces, Optimal Transport (OT) emerges as a pivotal theoretical framework within this context. However, the associated computational burden is prohibitive in most real‐world scenarios. Leveraging the simple structure of OT in
1 D, Sliced Optimal Transport (SOT) has appeared as an efficient alternative to generate samples in Euclidean spaces. This paper pushes the boundaries of SOT utilization in computational geometry problems by extending its application to sample densities residing on more diverse mathematical domains, including the spherical space핊 d, the hyperbolic planeℍ d, and the real projective planeℙ d. Moreover, it ensures the quality of these samples by achieving a blue noise characteristic, regardless of the dimensionality involved. The robustness of our approach is highlighted through its application to various geometry processing tasks, such as the intrinsic blue noise sampling of meshes, as well as the sampling of directions and rotations. These applications collectively underscore the efficacy of our methodology. [ABSTRACT FROM AUTHOR]- Published
- 2024
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78. A Survey on Realistic Virtual Human Animations: Definitions, Features and Evaluations.
- Author
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Rekik, Rim, Wuhrer, Stefanie, Hoyet, Ludovic, Zibrek, Katja, and Olivier, Anne‐Hélène
- Abstract
Generating realistic animated virtual humans is a problem that has been extensively studied with many applications in different types of virtual environments. However, the creation process of such realistic animations is challenging, especially because of the number and variety of influencing factors, that should then be identified and evaluated. In this paper, we attempt to provide a clearer understanding of how the multiple factors that have been studied in the literature impact the level of realism of animated virtual humans, by providing a survey of studies assessing their realism. This includes a review of features that have been manipulated to increase the realism of virtual humans, as well as evaluation approaches that have been developed. As the challenges of evaluating animated virtual humans in a way that agrees with human perception are still active research problems, this survey further identifies important open problems and directions for future research. [ABSTRACT FROM AUTHOR]
- Published
- 2024
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79. TRIPS: Trilinear Point Splatting for Real‐Time Radiance Field Rendering.
- Author
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Franke, Linus, Rückert, Darius, Fink, Laura, and Stamminger, Marc
- Abstract
Point‐based radiance field rendering has demonstrated impressive results for novel view synthesis, offering a compelling blend of rendering quality and computational efficiency. However, also latest approaches in this domain are not without their shortcomings. 3D Gaussian Splatting [KKLD23] struggles when tasked with rendering highly detailed scenes, due to blurring and cloudy artifacts. On the other hand, ADOP [RFS22] can accommodate crisper images, but the neural reconstruction network decreases performance, it grapples with temporal instability and it is unable to effectively address large gaps in the point cloud. In this paper, we present TRIPS (Trilinear Point Splatting), an approach that combines ideas from both Gaussian Splatting and ADOP. The fundamental concept behind our novel technique involves rasterizing points into a screen‐space image pyramid, with the selection of the pyramid layer determined by the projected point size. This approach allows rendering arbitrarily large points using a single trilinear write. A lightweight neural network is then used to reconstruct a hole‐free image including detail beyond splat resolution. Importantly, our render pipeline is entirely differentiable, allowing for automatic optimization of both point sizes and positions.Our evaluation demonstrate that TRIPS surpasses existing state‐of‐the‐art methods in terms of rendering quality while maintaining a real‐time frame rate of 60 frames per second on readily available hardware. This performance extends to challenging scenarios, such as scenes featuring intricate geometry, expansive landscapes, and auto‐exposed footage. The project page is located at: https://lfranke.github.io/trips [ABSTRACT FROM AUTHOR]
- Published
- 2024
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80. Physically Based Real‐Time Rendering of Atmospheres using Mie Theory.
- Author
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Schneegans, S., Meyran, T., Ginkel, I., Zachmann, G., and Gerndt, A.
- Abstract
Most real‐time rendering models for atmospheric effects have been designed and optimized for Earth's atmosphere. Some authors have proposed approaches for rendering other atmospheres, but these methods still use approximations that are only valid on Earth. For instance, the iconic blue glow of Martian sunsets can not be represented properly as the complex interference effects of light scattered at dust particles can not be captured by these approximations. In this paper, we present an approach for generalizing an existing model to make it capable of rendering extraterrestrial atmospheres. This is done by replacing the approximations with a physical model based on Mie Theory. We use the particle‐size distribution, the particle‐density distribution as well as the wavelength‐dependent refractive index of atmospheric particles as input. To demonstrate the feasibility of this idea, we extend the model by Bruneton et al. [BN08] and implement it into CosmoScout VR, an open‐source visualization of our Solar System. In a first step, we use Mie Theory to precompute the scattering behaviour of a particle mixture. Then, multi‐scattering is simulated, and finally the precomputation results are used for real‐time rendering. We demonstrate that this not only improves the visualization of the Martian atmosphere, but also creates more realistic results for our own atmosphere. [ABSTRACT FROM AUTHOR]
- Published
- 2024
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81. State of the Art on Diffusion Models for Visual Computing.
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Po, R., Yifan, W., Golyanik, V., Aberman, K., Barron, J. T., Bermano, A., Chan, E., Dekel, T., Holynski, A., Kanazawa, A., Liu, C.K., Liu, L., Mildenhall, B., Nießner, M., Ommer, B., Theobalt, C., Wonka, P., and Wetzstein, G.
- Abstract
The field of visual computing is rapidly advancing due to the emergence of generative artificial intelligence (AI), which unlocks unprecedented capabilities for the generation, editing, and reconstruction of images, videos, and 3D scenes. In these domains, diffusion models are the generative AI architecture of choice. Within the last year alone, the literature on diffusion‐based tools and applications has seen exponential growth and relevant papers are published across the computer graphics, computer vision, and AI communities with new works appearing daily on arXiv. This rapid growth of the field makes it difficult to keep up with all recent developments. The goal of this state‐of‐the‐art report (STAR) is to introduce the basic mathematical concepts of diffusion models, implementation details and design choices of the popular Stable Diffusion model, as well as overview important aspects of these generative AI tools, including personalization, conditioning, inversion, among others. Moreover, we give a comprehensive overview of the rapidly growing literature on diffusion‐based generation and editing, categorized by the type of generated medium, including 2D images, videos, 3D objects, locomotion, and 4D scenes. Finally, we discuss available datasets, metrics, open challenges, and social implications. This STAR provides an intuitive starting point to explore this exciting topic for researchers, artists, and practitioners alike. [ABSTRACT FROM AUTHOR]
- Published
- 2024
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82. Cues to fast‐forward collaboration: A Survey of Workspace Awareness and Visual Cues in XR Collaborative Systems.
- Author
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Assaf, R., Mendes, D., and Rodrigues, R.
- Abstract
Collaboration in extended reality (XR) environments presents complex challenges that revolve around how users perceive the presence, intentions, and actions of their collaborators. This paper delves into the intricate realm of group awareness, focusing specifically on workspace awareness and the innovative visual cues designed to enhance user comprehension. The research begins by identifying a spectrum of collaborative situations drawn from an analysis of XR prototypes in the existing literature. Then, we describe and introduce a novel classification for workspace awareness, along with an exploration of visual cues recently employed in research endeavors. Lastly, we present the key findings and shine a spotlight on promising yet unexplored topics. This work not only serves as a reference for experienced researchers seeking to inform the design of their own collaborative XR applications but also extends a welcoming hand to newcomers in this dynamic field. [ABSTRACT FROM AUTHOR]
- Published
- 2024
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83. DivaTrack: Diverse Bodies and Motions from Acceleration‐Enhanced Three‐Point Trackers.
- Author
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Yang, Dongseok, Kang, Jiho, Ma, Lingni, Greer, Joseph, Ye, Yuting, and Lee, Sung‐Hee
- Abstract
Full‐body avatar presence is important for immersive social and environmental interactions in digital reality. However, current devices only provide three six degrees of freedom (DOF) poses from the headset and two controllers (i.e. three‐point trackers). Because it is a highly under‐constrained problem, inferring full‐body pose from these inputs is challenging, especially when supporting the full range of body proportions and use cases represented by the general population. In this paper, we propose a deep learning framework, DivaTrack, which outperforms existing methods when applied to diverse body sizes and activities. We augment the sparse three‐point inputs with linear accelerations from Inertial Measurement Units (IMU) to improve foot contact prediction. We then condition the otherwise ambiguous lower‐body pose with the predictions of foot contact and upper‐body pose in a two‐stage model. We further stabilize the inferred full‐body pose in a wide range of configurations by learning to blend predictions that are computed in two reference frames, each of which is designed for different types of motions. We demonstrate the effectiveness of our design on a large dataset that captures 22 subjects performing challenging locomotion for three‐point tracking, including lunges, hula‐hooping, and sitting. As shown in a live demo using the Meta VR headset and Xsens IMUs, our method runs in real‐time while accurately tracking a user's motion when they perform a diverse set of movements. [ABSTRACT FROM AUTHOR]
- Published
- 2024
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84. Hierarchical Co‐generation of Parcels and Streets in Urban Modeling.
- Author
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Chen, Zebin, Song, Peng, and Ortner, F. Peter
- Abstract
We present a computational framework for modeling land parcels and streets. In the real world, parcels and streets are highly coupled with each other since a street network connects all the parcels in a certain area. However, existing works model parcels and streets separately to simplify the problem, resulting in urban layouts with irregular parcels and/or suboptimal streets. In this paper, we propose a hierarchical approach to co‐generate parcels and streets from a user‐specified polygonal land shape, guided by a set of fundamental urban design requirements. At each hierarchical level, new parcels are generated based on binary splitting of existing parcels, and new streets are subsequently generated by leveraging efficient graph search tools to ensure that each new parcel has a street access. At the end, we optimize the geometry of the generated parcels and streets to further improve their geometric quality. Our computational framework outputs an urban layout with a desired number of regular parcels that are reachable via a connected street network, for which users are allowed to control the modeling process both locally and globally. Quantitative comparisons with state‐of‐the‐art approaches show that our framework is able to generate parcels and streets that are superior in some aspects. [ABSTRACT FROM AUTHOR]
- Published
- 2024
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85. Volcanic Skies: coupling explosive eruptions with atmospheric simulation to create consistent skyscapes.
- Author
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Pretorius, P. C., Gain, J., Lastic, M., Cordonnier, G., Chen, J., Rohmer, D., and Cani, M.‐P.
- Abstract
Explosive volcanic eruptions rank among the most terrifying natural phenomena, and are thus frequently depicted in films, games, and other media, usually with a bespoke once‐off solution. In this paper, we introduce the first general‐purpose model for bi‐directional interaction between the atmosphere and a volcano plume. In line with recent interactive volcano models, we approximate the plume dynamics with Lagrangian disks and spheres and the atmosphere with sparse layers of 2D Eulerian grids, enabling us to focus on the transfer of physical quantities such as temperature, ash, moisture, and wind velocity between these sub‐models. We subsequently generate volumetric animations by noise‐based procedural upsampling keyed to aspects of advection, convection, moisture, and ash content to generate a fully‐realized volcanic skyscape. Our model captures most of the visually salient features emerging from volcano‐sky interaction, such as windswept plumes, enmeshed cap, bell and skirt clouds, shockwave effects, ash rain, and sheathes of lightning visible in the dark. [ABSTRACT FROM AUTHOR]
- Published
- 2024
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86. Cinematographic Camera Diffusion Model.
- Author
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Jiang, Hongda, Wang, Xi, Christie, Marc, Liu, Libin, and Chen, Baoquan
- Abstract
Designing effective camera trajectories in virtual 3D environments is a challenging task even for experienced animators. Despite an elaborate film grammar, forged through years of experience, that enables the specification of camera motions through cinematographic properties (framing, shots sizes, angles, motions), there are endless possibilities in deciding how to place and move cameras with characters. Dealing with these possibilities is part of the complexity of the problem. While numerous techniques have been proposed in the literature (optimization‐based solving, encoding of empirical rules, learning from real examples,…), the results either lack variety or ease of control.In this paper, we propose a cinematographic camera diffusion model using a transformer‐based architecture to handle temporality and exploit the stochasticity of diffusion models to generate diverse and qualitative trajectories conditioned by high‐level textual descriptions. We extend the work by integrating keyframing constraints and the ability to blend naturally between motions using latent interpolation, in a way to augment the degree of control of the designers. We demonstrate the strengths of this text‐to‐camera motion approach through qualitative and quantitative experiments and gather feedback from professional artists. The code and data are available at https://github.com/jianghd1996/Camera-control. [ABSTRACT FROM AUTHOR]
- Published
- 2024
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- View/download PDF
87. Physically‐based analytical erosion for fast terrain generation.
- Author
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Tzathas, Petros, Gailleton, Boris, Steer, Philippe, and Cordonnier, Guillaume
- Abstract
Terrain generation methods have long been divided between procedural and physically‐based. Procedural methods build upon the fast evaluation of a mathematical function but suffer from a lack of geological consistency, while physically‐based simulation enforces this consistency at the cost of thousands of iterations unraveling the history of the landscape. In particular, the simulation of the competition between tectonic uplift and fluvial erosion expressed by the stream power law raised recent interest in computer graphics as this allows the generation and control of consistent large‐scale mountain ranges, albeit at the cost of a lengthy simulation. In this paper, we explore the analytical solutions of the stream power law and propose a method that is both physically‐based and procedural, allowing fast and consistent large‐scale terrain generation. In our approach, time is no longer the stopping criterion of an iterative process but acts as the parameter of a mathematical function, a slider that controls the aging of the input terrain from a subtle erosion to the complete replacement by a fully formed mountain range. While analytical solutions have been proposed by the geomorphology community for the 1D case, extending them to a 2D heightmap proves challenging. We propose an efficient implementation of the analytical solutions with a multigrid accelerated iterative process and solutions to incorporate landslides and hillslope processes – two erosion factors that complement the stream power law. [ABSTRACT FROM AUTHOR]
- Published
- 2024
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- View/download PDF
88. 3D Reconstruction and Semantic Modeling of Eyelashes.
- Author
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Kerbiriou, G., Avril, Q., and Marchal, M.
- Abstract
High‐fidelity digital human modeling has become crucial in various applications, including gaming, visual effects and virtual reality. Despite the significant impact of eyelashes on facial aesthetics, their reconstruction and modeling have been largely unexplored. In this paper, we introduce the first data‐driven generative model of eyelashes based on semantic features. This model is derived from real data by introducing a new 3D eyelash reconstruction method based on multi‐view images. The reconstructed data is made available which constitutes the first dataset of 3D eyelashes ever published. Through an innovative extraction process, we determine the features of any set of eyelashes, and present detailed descriptive statistics of human eyelashes shapes. The proposed eyelashes model, which exclusively relies on semantic parameters, effectively captures the appearance of a set of eyelashes. Results show that the proposed model enables interactive, intuitive and realistic eyelashes modeling for non‐experts, enriching avatar creation and synthetic data generation pipelines. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
89. Surface‐aware Mesh Texture Synthesis with Pre‐trained 2D CNNs.
- Author
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Kovács, Áron Samuel, Hermosilla, Pedro, and Raidou, Renata G.
- Abstract
Mesh texture synthesis is a key component in the automatic generation of 3D content. Existing learning‐based methods have drawbacks—either by disregarding the shape manifold during texture generation or by requiring a large number of different views to mitigate occlusion‐related inconsistencies. In this paper, we present a novel surface‐aware approach for mesh texture synthesis that overcomes these drawbacks by leveraging the pre‐trained weights of 2D Convolutional Neural Networks (CNNs) with the same architecture, but with convolutions designed for 3D meshes. Our proposed network keeps track of the oriented patches surrounding each texel, enabling seamless texture synthesis and retaining local similarity to classical 2D convolutions with square kernels. Our approach allows us to synthesize textures that account for the geometric content of mesh surfaces, eliminating discontinuities and achieving comparable quality to 2D image synthesis algorithms. We compare our approach with state‐of‐the‐art methods where, through qualitative and quantitative evaluations, we demonstrate that our approach is more effective for a variety of meshes and styles, while also producing visually appealing and consistent textures on meshes. [ABSTRACT FROM AUTHOR]
- Published
- 2024
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- View/download PDF
90. Interactive Exploration of Vivid Material Iridescence using Bragg Mirrors.
- Author
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Fourneau, G., Pacanowski, R., and Barla, P.
- Abstract
Many animals, plants or gems exhibit iridescent material appearance in nature. These are due to specific geometric structures at scales comparable to visible wavelengths, yielding so‐called structural colors. The most vivid examples are due to photonic crystals, where a same structure is repeated in one, two or three dimensions, augmenting the magnitude and complexity of interference effects. In this paper, we study the appearance of 1D photonic crystals (repetitive pairs of thin films), also called Bragg mirrors. Previous work has considered the effect of multiple thin films using the classical transfer matrix approach, which increases in complexity when the number of repetitions increases. Our first contribution is to introduce a more efficient closed‐form reflectance formula [Yeh88] for Bragg mirror reflectance to the Graphics community, as well as an approximation that lends itself to efficient spectral integration for RGB rendering. We then explore the appearance of stacks made of rough Bragg layers. Here our contribution is to show that they may lead to a ballistic transmission, significantly speeding up position‐free rendering and leading to an efficient single‐reflection BRDF model. [ABSTRACT FROM AUTHOR]
- Published
- 2024
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- View/download PDF
91. State of the Art in Time‐Dependent Flow Topology: Interpreting Physical Meaningfulness Through Mathematical Properties.
- Author
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Bujack, Roxana, Yan, Lin, Hotz, Ingrid, Garth, Christoph, and Wang, Bei
- Subjects
FLOW visualization ,GALILEAN relativity ,TOPOLOGY ,COINCIDENCE theory ,SET theory - Abstract
We present a state‐of‐the‐art report on time‐dependent flow topology. We survey representative papers in visualization and provide a taxonomy of existing approaches that generalize flow topology from time‐independent to time‐dependent settings. The approaches are classified based upon four categories: tracking of steady topology, reference frame adaption, pathline classification or clustering, and generalization of critical points. Our unique contributions include introducing a set of desirable mathematical properties to interpret physical meaningfulness for time‐dependent flow visualization, inferring mathematical properties associated with selective research papers, and utilizing such properties for classification. The five most important properties identified in the existing literature include coincidence with the steady case, induction of a partition within the domain, Lagrangian invariance, objectivity, and Galilean invariance. [ABSTRACT FROM AUTHOR]
- Published
- 2020
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92. Representative Isovalue Detection and Isosurface Segmentation Using Novel Isosurface Measures.
- Author
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Wang, Cuilan
- Subjects
EUCLIDEAN distance - Abstract
Interval volume is the volume of the region between two isosurfaces. This paper proposes a novel measure, called VOA measure, that is computed based on interval volume and isosurface area. This measure represents the rate of change of distance between isosurfaces with respect to isovalue. It can be used to detect representative isovalues of the dataset since two isosurfaces near material boundaries tend to be much closer to each other than two isosurfaces in material interiors, assuming they have the same isovalue difference. For the same isosurface, some portion of it may pass through the boundary of two materials and some portion of it may pass through the interior of a material. To separate the portions of an isosurface that represent different features of the dataset, another novel isosurface measure is introduced. This measure is calculated based on the Euclidean distance of individual sample points on two isosurfaces. The effectiveness of the two new measures in detecting significant isovalues and segmenting isosurfaces are demonstrated in the paper. [ABSTRACT FROM AUTHOR]
- Published
- 2020
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93. A Survey on Discrete Laplacians for General Polygonal Meshes.
- Author
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Bunge, A. and Botsch, M.
- Subjects
PARTIAL differential equations ,COMPUTER graphics ,DIFFERENTIAL operators ,APPLICATION software ,QUADRILATERALS ,COMMONS ,POLYGONS - Abstract
The 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. [ABSTRACT FROM AUTHOR]
- Published
- 2023
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- View/download PDF
94. Generating Texture for 3D Human Avatar from a Single Image using Sampling and Refinement Networks.
- Author
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Cha, Sihun, Seo, Kwanggyoon, Ashtari, Amirsaman, and Noh, Junyong
- Subjects
SURFACE texture ,AVATARS (Virtual reality) ,TEXTURE mapping ,MESH networks ,COMPUTER vision ,CURRICULUM planning ,SAMPLING (Process) - Abstract
There has been significant progress in generating an animatable 3D human avatar from a single image. However, recovering texture for the 3D human avatar from a single image has been relatively less addressed. Because the generated 3D human avatar reveals the occluded texture of the given image as it moves, it is critical to synthesize the occluded texture pattern that is unseen from the source image. To generate a plausible texture map for 3D human avatars, the occluded texture pattern needs to be synthesized with respect to the visible texture from the given image. Moreover, the generated texture should align with the surface of the target 3D mesh. In this paper, we propose a texture synthesis method for a 3D human avatar that incorporates geometry information. The proposed method consists of two convolutional networks for the sampling and refining process. The sampler network fills in the occluded regions of the source image and aligns the texture with the surface of the target 3D mesh using the geometry information. The sampled texture is further refined and adjusted by the refiner network. To maintain the clear details in the given image, both sampled and refined texture is blended to produce the final texture map. To effectively guide the sampler network to achieve its goal, we designed a curriculum learning scheme that starts from a simple sampling task and gradually progresses to the task where the alignment needs to be considered. We conducted experiments to show that our method outperforms previous methods qualitatively and quantitatively. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
95. Makeup Extraction of 3D Representation via Illumination‐Aware Image Decomposition.
- Author
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Yang, Xingchao, Taketomi, Takafumi, and Kanamori, Yoshihiro
- Subjects
PARAMETRIC modeling ,COMPUTER vision ,INPAINTING ,COMPUTER graphics - Abstract
Facial makeup enriches the beauty of not only real humans but also virtual characters; therefore, makeup for 3D facial models is highly in demand in productions. However, painting directly on 3D faces and capturing real‐world makeup are costly, and extracting makeup from 2D images often struggles with shading effects and occlusions. This paper presents the first method for extracting makeup for 3D facial models from a single makeup portrait. Our method consists of the following three steps. First, we exploit the strong prior of 3D morphable models via regression‐based inverse rendering to extract coarse materials such as geometry and diffuse/specular albedos that are represented in the UV space. Second, we refine the coarse materials, which may have missing pixels due to occlusions. We apply inpainting and optimization. Finally, we extract the bare skin, makeup, and an alpha matte from the diffuse albedo. Our method offers various applications for not only 3D facial models but also 2D portrait images. The extracted makeup is well‐aligned in the UV space, from which we build a large‐scale makeup dataset and a parametric makeup model for 3D faces. Our disentangled materials also yield robust makeup transfer and illumination‐aware makeup interpolation/removal without a reference image. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
96. Robust Pointset Denoising of Piecewise‐Smooth Surfaces through Line Processes.
- Author
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Wei, Jiayi, Chen, Jiong, Rohmer, Damien, Memari, Pooran, and Desbrun, Mathieu
- Subjects
OUTLIER detection ,ROBUST statistics ,GEOMETRIC approach - Abstract
Denoising is a common, yet critical operation in geometry processing aiming at recovering high‐fidelity models of piecewise‐smooth objects from noise‐corrupted pointsets. Despite a sizable literature on the topic, there is a dearth of approaches capable of processing very noisy and outlier‐ridden input pointsets for which no normal estimates and no assumptions on the underlying geometric features or noise type are provided. In this paper, we propose a new robust‐statistics approach to denoising pointsets based on line processes to offer robustness to noise and outliers while preserving sharp features possibly present in the data. While the use of robust statistics in denoising is hardly new, most approaches rely on prescribed filtering using data‐independent blending expressions based on the spatial and normal closeness of samples. Instead, our approach deduces a geometric denoising strategy through robust and regularized tangent plane fitting of the initial pointset, obtained numerically via alternating minimizations for efficiency and reliability. Key to our variational approach is the use of line processes to identify inliers vs. outliers, as well as the presence of sharp features. We demonstrate that our method can denoise sampled piecewise‐smooth surfaces for levels of noise and outliers at which previous works fall short. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
97. Editing Compressed High‐resolution Voxel Scenes with Attributes.
- Author
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Molenaar, M. and Eisemann, E.
- Subjects
IMAGE compression ,EDITING - Abstract
Sparse Voxel Directed Acyclic Graphs (SVDAGs) are an efficient solution for storing high‐resolution voxel geometry. Recently, algorithms for the interactive modification of SVDAGs have been proposed that maintain the compressed geometric representation. Nevertheless, voxel attributes, such as colours, require an uncompressed storage, which can result in high memory usage over the course of the application. The reason is the high cost of existing attribute‐compression schemes which remain unfit for interactive applications. In this paper, we introduce two attribute compression methods (lossless and lossy), which enable the interactive editing of compressed high‐resolution voxel scenes including attributes. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
98. Parallel Transformation of Bounding Volume Hierarchies into Oriented Bounding Box Trees.
- Author
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Vitsas, N., Evangelou, I., Papaioannou, G., and Gkaravelis, A.
- Subjects
RAY tracing ,TREES ,GEOMETRIC modeling - Abstract
Oriented bounding box (OBB) hierarchies can be used instead of hierarchies based on axis‐aligned bounding boxes (AABB), providing tighter fitting to the underlying geometric structures and resulting in improved interference tests, such as ray‐geometry intersections. In this paper, we present a method for the fast, parallel transformation of an existing bounding volume hierarchy (BVH), based on AABBs, into a hierarchy based on oriented bounding boxes. To this end, we parallelise a high‐quality OBB extraction algorithm from the literature to operate as a standalone OBB estimator and further extend it to efficiently build an OBB hierarchy in a bottom up manner. This agglomerative approach allows for fast parallel execution and the formation of arbitrary, high‐quality OBBs in bounding volume hierarchies. The method is fully implemented on the GPU and extensively evaluated with ray intersections. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
99. An Optimization‐based SPH Solver for Simulation of Hyperelastic Solids.
- Author
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Kee, Min Hyung, Um, Kiwon, Kang, HyunMo, and Han, JungHyun
- Subjects
ELASTIC solids ,QUASI-Newton methods ,MATERIALS handling ,SOLIDS ,PROBLEM solving - Abstract
This paper proposes a novel method for simulating hyperelastic solids with Smoothed Particle Hydrodynamics (SPH). The proposed method extends the coverage of the state‐of‐the‐art elastic SPH solid method to include different types of hyperelastic materials, such as the Neo‐Hookean and the St. Venant‐Kirchoff models. To this end, we reformulate an implicit integration scheme for SPH elastic solids into an optimization problem and solve the problem using a general‐purpose quasi‐Newton method. Our experiments show that the Limited‐memory BFGS (L‐BFGS) algorithm can be employed to efficiently solve our optimization problem in the SPH framework and demonstrate its stable and efficient simulations for complex materials in the SPH framework. Thanks to the nature of our unified representation for both solids and fluids, the SPH formulation simplifies coupling between different materials and handling collisions. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
100. Online Avatar Motion Adaptation to Morphologically‐similar Spaces.
- Author
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Choi, Soojin, Hong, Seokpyo, Cho, Kyungmin, Kim, Chaelin, and Noh, Junyong
- Subjects
AVATARS (Virtual reality) ,TELEPRESENCE ,DESKS ,INTENTION - Abstract
In avatar‐mediated telepresence systems, a similar environment is assumed for involved spaces, so that the avatar in a remote space can imitate the user's motion with proper semantic intention performed in a local space. For example, touching on the desk by the user should be reproduced by the avatar in the remote space to correctly convey the intended meaning. It is unlikely, however, that the two involved physical spaces are exactly the same in terms of the size of the room or the locations of the placed objects. Therefore, a naive mapping of the user's joint motion to the avatar will not create the semantically correct motion of the avatar in relation to the remote environment. Existing studies have addressed the problem of retargeting human motions to an avatar for telepresence applications. Few studies, however, have focused on retargeting continuous full‐body motions such as locomotion and object interaction motions in a unified manner. In this paper, we propose a novel motion adaptation method that allows to generate the full‐body motions of a human‐like avatar on‐the‐fly in the remote space. The proposed method handles locomotion and object interaction motions as well as smooth transitions between them according to given user actions under the condition of a bijective environment mapping between morphologically‐similar spaces. Our experiments show the effectiveness of the proposed method in generating plausible and semantically correct full‐body motions of an avatar in room‐scale space. [ABSTRACT FROM AUTHOR]
- Published
- 2023
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