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Modeling and representing materials in the wild 在野外建模和表示材料
Pub Date : 2014-05-28 DOI: 10.1145/2643188.2700379
K. Bala
Our everyday life brings us in contact with a rich range of materials that contribute to both the utility and aesthetics of our environment. Human beings are very good at using subtle distinctions in appearance to distinguish between materials (e.g., silk vs. cotton, laminate vs. granite). Capturing these visually important, yet subtle, distinctions is critical for applications in many domains: in virtual and augmented reality fueled by the advent of devices like Google Glass, in virtual prototyping for industrial design, in ecommerce and retail, in textile design and prototyping, in interior design and remodeling, and in games and movies. Understanding how humans perceive materials can drive better graphics and vision algorithms for material recognition and understanding, and material reproduction. As a first step towards achieving this goal, it is useful to collect information about the vast range of materials that we encounter in our daily lives. We introduce two new crowdsourced databases of material annotations to drive better material-driven exploration. OpenSurfaces is a rich, labeled database consisting of thousands of examples of surfaces segmented from consumer photographs of interiors, and annotated with material parameters, texture information, and contextual information. IIW (Intrinsic Images in theWild) is a database of pairwise material annotations of points in images that is useful for decomposing images in the wild into material and lighting layers. Together these databases can drive various material-based applications like surface retexturing, intrinsic image decomposition, intelligent material-based image browsing, and material design.
我们的日常生活使我们接触到丰富的材料,这些材料有助于我们环境的实用性和美学。人类非常善于利用外观上的细微差别来区分材料(例如,丝绸与棉花,层压板与花岗岩)。捕捉这些视觉上重要但微妙的区别对于许多领域的应用至关重要:在虚拟现实和增强现实(由谷歌眼镜等设备的出现推动)、工业设计的虚拟原型、电子商务和零售、纺织品设计和原型、室内设计和改造、游戏和电影中。了解人类如何感知材料可以推动更好的图形和视觉算法,用于材料识别和理解,以及材料复制。作为实现这一目标的第一步,收集我们在日常生活中遇到的大量材料的信息是有用的。我们引入了两个新的材料注释众包数据库,以更好地推动材料驱动的探索。OpenSurfaces是一个丰富的标记数据库,由数千个从消费者室内照片中分割出来的表面示例组成,并附有材料参数,纹理信息和上下文信息的注释。IIW (Intrinsic Images in the wild)是一个对图像中点的成对材料注释的数据库,用于将野外图像分解为材料层和照明层。这些数据库可以共同驱动各种基于材料的应用程序,如表面重构、内在图像分解、基于材料的智能图像浏览和材料设计。
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引用次数: 0
Computational photography: coding in space and time 计算摄影:空间和时间的编码
Pub Date : 2014-05-28 DOI: 10.1145/2643188.2700583
B. Masiá
Computational photography emerged as a multidisciplinary field at the intersection of optics, computer vision, and computer graphics, with the objective of acquiring richer representations of a scene than those that conventional cameras can capture. The basic idea is to somehow code the information before it reaches the sensor, so that a posterior decoding will yield the final image (or video, light field, focal stack, etc). We describe here two examples of computational photography. One deals with coded apertures for the problem of defocus deblurring, and is a classical example of this coding-decoding scheme. The other is an ultrafast imaging system, the first to be able to capture light propagation in macroscopic high resolution scenes at 0.5 trillion frames per second.
计算摄影作为光学、计算机视觉和计算机图形学交叉的多学科领域出现,其目标是获得比传统相机所能捕获的更丰富的场景表现。基本思想是在信息到达传感器之前以某种方式对其进行编码,以便后验解码将产生最终的图像(或视频,光场,焦点堆栈等)。我们在这里描述两个计算摄影的例子。一种是处理离焦去模糊问题的编码孔径,是这种编码解码方案的经典例子。另一个是超快成像系统,这是第一个能够以每秒0.5万亿帧的速度捕捉宏观高分辨率场景中的光传播的系统。
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引用次数: 1
Bounding volume hierarchies versus kd-trees on contemporary many-core architectures 在当代多核体系结构上,边界卷层次结构与kd树
Pub Date : 2014-05-28 DOI: 10.1145/2643188.2643196
Marek Vinkler, V. Havran, Jiří Bittner
We present a performance comparison of bounding volume hierarchies and kd-trees for ray tracing on many-core architectures (GPUs). The comparison is focused on rendering times and traversal characteristics on the GPU using data structures that were optimized for maximum performance of tracing rays irrespective of the time needed for their build. We show that for a contemporary GPU architecture (NVIDIA Kepler) bounding volume hierarchies have higher ray tracing performance than kd-trees for simple and moderately complex scenes. Kd-trees, on the other hand, have higher performance for complex scenes, in particular for those with occlusion.
我们提出了在多核架构(gpu)上进行光线追踪的边界体层次结构和kd树的性能比较。比较的重点是渲染时间和GPU上的遍历特征,使用优化的数据结构来最大限度地跟踪光线,而不考虑构建所需的时间。我们表明,对于当代GPU架构(NVIDIA Kepler),对于简单和中等复杂的场景,边界体层次结构比kd树具有更高的光线跟踪性能。另一方面,Kd-trees在复杂场景中具有更高的性能,特别是在有遮挡的场景中。
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引用次数: 14
Position based skinning of skeleton-driven deformable characters 骨骼驱动的可变形角色的基于位置的皮肤
Pub Date : 2014-05-28 DOI: 10.1145/2643188.2643194
Nadine Abu Rumman, M. Fratarcangeli
This paper presents a real-time skinning technique for character animation based on a two-layered deformation model. For each frame, the skin of a generic character is first deformed by using a classic linear blend skinning approach, then the vertex positions are adjusted according to a Position Based Dynamics schema. We define geometric constraints which mimic the flesh behavior and produce interesting effects like volume conservation and secondary animations, in particular passive jiggling behavior, without relying on a predefined training set of poses. Once the whole model is defined, the character animation is synthesized in real-time without suffering of the inherent artefacts of classic interactive skinning techniques, such as the "candy-wrapper" effect or undesired skin bulging.
提出了一种基于两层变形模型的角色动画实时蒙皮技术。对于每一帧,首先使用经典的线性混合蒙皮方法对通用角色的蒙皮进行变形,然后根据基于位置的动态模式调整顶点位置。我们定义几何约束来模拟肉体行为,并产生有趣的效果,如体积守恒和二次动画,特别是被动抖动行为,而不依赖于预定义的姿势训练集。一旦整个模型被定义,角色动画就会实时合成,而不会受到经典交互式蒙皮技术固有的影响,比如“糖果包装”效果或不希望的皮肤膨胀。
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引用次数: 24
Hybrid color model for image retrieval based on fuzzy histograms 基于模糊直方图的图像检索混合颜色模型
Pub Date : 2014-05-28 DOI: 10.1145/2643188.2643198
Vedran Ljubovic, H. Supic
A hybrid color model is a color descriptor formed by combining different channels from several other color models. In computer graphics applications such models are rarely used due to redundancy. However, hybrid color models may be of interest for Content-Based Image Retrieval (CBIR). Best features of each color model can be combined to obtain optimum retrieval performance. In this paper, a novel algorithm is proposed for selection of channels for a hybrid color model used in construction of a fuzzy color histogram. This algorithm is elaborated and implemented for use with several common reference datasets consisting of photographs of natural scenes. Result of this experimental procedure is a new hybrid color model named HSY. Using standard datasets and a standard metric for retrieval performance (ANMRR), it is shown that this new model can give an improved retrieval performance. In addition, this model is of interest for use in JPEG compressed domain due to simpler calculation.
混合颜色模型是通过组合来自多个其他颜色模型的不同通道而形成的颜色描述符。在计算机图形学应用中,由于冗余,这种模型很少使用。然而,混合颜色模型可能是基于内容的图像检索(CBIR)的兴趣。每个颜色模型的最佳特征可以组合在一起,以获得最佳的检索性能。本文提出了一种用于构建模糊颜色直方图的混合颜色模型的通道选择算法。本文详细阐述了该算法,并将其应用于几种常见的由自然场景照片组成的参考数据集。这一实验过程的结果是一个新的混合颜色模型HSY。使用标准数据集和标准检索性能度量(ANMRR),表明该模型可以提高检索性能。此外,由于计算简单,该模型也适用于JPEG压缩领域。
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引用次数: 0
Sampling Gabor noise in the spatial domain 空域的采样Gabor噪声
Pub Date : 2014-05-28 DOI: 10.1145/2643188.2643193
Victor Charpenay, Bernhard Steiner, Przemyslaw Musialski
Gabor noise is a powerful technique for procedural texture generation. Contrary to other types of procedural noise, its sparse convolution aspect makes it easily controllable locally. In this paper, we demonstrate this property by explicitly introducing spatial variations. We do so by linking the sparse convolution process to the parameterization of the underlying surface. Using this approach, it is possible to provide control maps for the parameters in a natural and convenient way. In order to derive intuitive control of the resulting textures, we accomplish a small study of the influence of the parameters of the Gabor kernel with respect to the outcome and we introduce a solution where we bind values such as the frequency or the orientation of the Gabor kernel to a user-provided control map in order to produce novel visual effects.
Gabor噪声是一种强大的程序纹理生成技术。与其他类型的过程噪声不同,它的稀疏卷积特性使其易于局部控制。在本文中,我们通过显式地引入空间变化来证明这一性质。我们通过将稀疏卷积过程与下表面的参数化联系起来来做到这一点。使用这种方法,可以以自然和方便的方式提供参数的控制映射。为了获得对结果纹理的直观控制,我们完成了对Gabor内核参数对结果的影响的小型研究,并引入了一种解决方案,在该解决方案中,我们将Gabor内核的频率或方向等值绑定到用户提供的控制图中,以产生新的视觉效果。
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引用次数: 2
Proceedings of the 30th Spring Conference on Computer Graphics 第30届计算机图形学春季会议论文集
Pub Date : 2014-05-28 DOI: 10.1145/2643188
D. Gutierrez
Welcome to the 30th Spring Conference on Computer Graphics! This conference ("probably the oldest regular annual meeting of computer graphics in Central Europe") follows a long tradition of papers in all areas related to computer graphics, with topics ranging from rendering, to computational geometry or animation. I am excited to be the chair this year, and I'm looking forward to the presentations! As in previous years, the Central European Seminar on Computer Graphics (CESCG) is co-located with SCCG and serves the important function of encouraging young people in the field.
欢迎参加第30届计算机图形学春季会议!这次会议(“可能是中欧最古老的计算机图形学定期年会”)沿循了与计算机图形学相关的所有领域的论文的悠久传统,主题从渲染到计算几何或动画。我很高兴能成为今年的主席,我期待着演讲!与往年一样,中欧计算机图形学研讨会(CESCG)与SCCG设在同一地点,发挥鼓励年轻人从事这一领域的重要作用。
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引用次数: 0
A survey of direction-preserving layout strategies 保向布局策略综述
Pub Date : 2014-05-28 DOI: 10.1145/2643188.2643189
M. Steiger, J. Bernard, T. May, J. Kohlhammer
In this paper we analyze different layout algorithms that preserve relative directions in geo-referenced networks. This is an important criterion for many sensor networks such as the electric grid and other supply networks, because it enables the user to match the geographic setting with the drawing on the screen. Even today, the layout of these networks are often created manually. This is due to the requirement that these layouts must respect geographic references but should still be easy to read and understand. The range of available automatic algorithms spans from general graph layouts over schematic maps to semi-realistic drawings. At first sight, schematics seem to be a promising compromise between geographic correctness and readability. The former property exploits the mental map of the user while the latter makes it easier for the user to learn about the network structure. We investigate different algorithms for such maps together with different visualization techniques. In particular, the group of octi-linear layouts is prominent in handcrafted subway maps. These algorithms have been used extensively to generate drawings for subway maps. Also known as Metro Map layouts, only horizontal, vertical and diagonal directions are allowed. This increases flexibility and makes the resulting layout look similar to the well-known subway maps of large cities. The key difference to general graph layout algorithms is that geographic relations are respected in terms of relative directions. However, it is not clear, whether this metaphor can be transferred from metro maps to other domains. We discuss applicability of these different approaches for geo-based networks in general with the electric grid as a use-case scenario.
本文分析了地理参考网络中保持相对方向的不同布局算法。这是许多传感器网络(如电网和其他供电网络)的重要标准,因为它使用户能够将地理设置与屏幕上的绘图相匹配。即使在今天,这些网络的布局也经常是手工创建的。这是由于要求这些布局必须尊重地理参考,但仍应易于阅读和理解。可用的自动算法范围从原理图上的一般图形布局到半逼真的绘图。乍一看,原理图似乎是地理正确性和可读性之间的一种很有希望的折衷。前者利用了用户的心理地图,而后者使用户更容易了解网络结构。我们研究了这些地图的不同算法以及不同的可视化技术。特别是在手工制作的地铁地图中,八边形布局的组合尤为突出。这些算法已广泛用于地铁地图的绘制。也被称为地铁地图布局,只允许水平,垂直和对角方向。这增加了灵活性,并使最终的布局看起来类似于著名的大城市地铁地图。与一般图形布局算法的关键区别在于,根据相对方向尊重地理关系。然而,目前尚不清楚,这个比喻是否可以从地铁地图转移到其他领域。我们将讨论这些不同方法在基于地理的网络中的适用性,并将电网作为用例场景。
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引用次数: 5
Skeleton-based matching for animation transfer and joint detection 基于骨骼的动画传递和关节检测匹配
Pub Date : 2014-05-28 DOI: 10.1145/2643188.2643197
Martin Madaras, Michal Piovarči, J. Dadová, Roman Franta, Tomás Kovacovský
In this paper we present a new algorithm for establishing correspondence between objects based on matching of extracted skeletons. First, a point cloud of an input model is scanned. Second, a skeleton is extracted from the scanned point cloud. In the last step, all the extracted skeletons are matched based on valence of vertices and segment lengths. The matching process yields into two direct applications - topological mapping and segment mapping. Topological mapping can be used for detection of joint positions from multiple scans of articulated figures in different poses. Segment mapping can be used for animation transfer and for transferring of arbitrary surface per-vertex properties. Our approach is unique, because it is based on matching of extracted skeletons only and does not require vertex correspondence.
本文提出了一种基于提取的骨架匹配建立目标间对应关系的新算法。首先对输入模型的点云进行扫描。其次,从扫描点云中提取骨架;在最后一步中,根据顶点的价和片段长度匹配所有提取的骨架。匹配过程产生两个直接的应用-拓扑映射和段映射。拓扑映射可以用于从不同姿势的关节图形的多次扫描中检测关节位置。片段映射可以用于动画传输和任意表面每顶点属性的传输。我们的方法是独一无二的,因为它只基于提取骨架的匹配,而不需要顶点对应。
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引用次数: 2
Rapid modelling of interactive geological illustrations with faults and compaction 具有断层和压实作用的交互式地质插图的快速建模
Pub Date : 2014-05-28 DOI: 10.1145/2643188.2643201
Mattia Natali, J. Parulek, Daniel Patel
In this paper, we propose new methods for building geological illustrations and animations. We focus on allowing geologists to create their subsurface models by means of sketches, to quickly communicate concepts and ideas rather than detailed information. The result of our sketch-based modelling approach is a layer-cake volume representing geological phenomena, where each layer is rock material which has accumulated due to a user-defined depositional event. Internal geological structures can be inspected by different visualization techniques that we employ. Faulting and compaction of rock layers are important processes in geology. They can be modelled and visualized with our technique. Our representation supports non-planar faults that a user may define by means of sketches. Real-time illustrative animations are achieved by our GPU accelerated approach.
在本文中,我们提出了新的方法来建立地质插图和动画。我们专注于允许地质学家通过草图创建他们的地下模型,快速交流概念和想法,而不是详细的信息。我们基于草图的建模方法的结果是一个代表地质现象的层饼体积,其中每一层都是由于用户定义的沉积事件而积累的岩石材料。内部地质结构可以通过不同的可视化技术来检测。岩层的断裂和压实作用是重要的地质过程。它们可以用我们的技术建模和可视化。我们的表示支持用户可以通过草图定义的非平面故障。我们的GPU加速方法实现了实时的说明性动画。
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引用次数: 8
期刊
Proceedings of the 30th Spring Conference on Computer Graphics
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