The effective integration of local collision avoidance with global path planning becomes a necessity when multi-agent systems need to be simulated in complex cluttered environments. This work presents our first results exploring the new approach of integrating Shortest Path Maps (SPMs) with local collision avoidance in order to provide optimal paths for agents to navigate around obstacles toward their goal locations. Our GPU-based SPM implementation is available. CCS Concepts • Computing methodologies → Collision detection; Multi-agent planning;
{"title":"Integrating Local Collision Avoidance with Shortest Path Maps","authors":"R. Sharma, Renato Farias, Marcelo Kallmann","doi":"10.2312/egp.20201037","DOIUrl":"https://doi.org/10.2312/egp.20201037","url":null,"abstract":"The effective integration of local collision avoidance with global path planning becomes a necessity when multi-agent systems need to be simulated in complex cluttered environments. This work presents our first results exploring the new approach of integrating Shortest Path Maps (SPMs) with local collision avoidance in order to provide optimal paths for agents to navigate around obstacles toward their goal locations. Our GPU-based SPM implementation is available. CCS Concepts • Computing methodologies → Collision detection; Multi-agent planning;","PeriodicalId":72958,"journal":{"name":"Eurographics ... Workshop on 3D Object Retrieval : EG 3DOR. Eurographics Workshop on 3D Object Retrieval","volume":"8 1","pages":"7-8"},"PeriodicalIF":0.0,"publicationDate":"2020-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81565255","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Sebastian Koch, T. Schneider, Chengchen Li, Daniele Panozzo
The first part of the course is theoretical, and introduces the finite element method trough interactive Jupyter notebooks. It also covers recent advancements toward an integrated pipeline, considering meshing and element design as a single challenge, leading to a black box pipeline that can solve simulations on ten thousand in the wild meshes, without any parameter tuning. In the second part we will move to practice, introducing a set of easy-to-use Python packages for applications in geometric computing. The presentation will have the form of live coding in a Jupyter notebook. We have designed the presented libraries to have a shallow learning curve, while also enabling programmers to easily accomplish a wide variety of complex tasks. Furthermore, these libraries utilize NumPy arrays as a common interface, making them highly composable with each-other as well as existing scientific computing packages. Finally, our libraries are blazing fast, doing most of the heavy computations in C++ with a minimal constant-overhead interface to Python. In the course, we will present a set of real-world examples from geometry processing, physical simulation, and geometric deep learning. Each example is prototypical of a common task in research or industry and is implemented in a few lines of code. By the end of the course, attendees will have exposure to a swiss-army-knife of simple, composable, and high-performance tools for geometric computing.
{"title":"Black Box Geometric Computing with Python: From Theory to Practice","authors":"Sebastian Koch, T. Schneider, Chengchen Li, Daniele Panozzo","doi":"10.2312/egt.20201000","DOIUrl":"https://doi.org/10.2312/egt.20201000","url":null,"abstract":"The first part of the course is theoretical, and introduces the finite element method trough interactive Jupyter notebooks. It also covers recent advancements toward an integrated pipeline, considering meshing and element design as a single challenge, leading to a black box pipeline that can solve simulations on ten thousand in the wild meshes, without any parameter tuning. In the second part we will move to practice, introducing a set of easy-to-use Python packages for applications in geometric computing. The presentation will have the form of live coding in a Jupyter notebook. We have designed the presented libraries to have a shallow learning curve, while also enabling programmers to easily accomplish a wide variety of complex tasks. Furthermore, these libraries utilize NumPy arrays as a common interface, making them highly composable with each-other as well as existing scientific computing packages. Finally, our libraries are blazing fast, doing most of the heavy computations in C++ with a minimal constant-overhead interface to Python. In the course, we will present a set of real-world examples from geometry processing, physical simulation, and geometric deep learning. Each example is prototypical of a common task in research or industry and is implemented in a few lines of code. By the end of the course, attendees will have exposure to a swiss-army-knife of simple, composable, and high-performance tools for geometric computing.","PeriodicalId":72958,"journal":{"name":"Eurographics ... Workshop on 3D Object Retrieval : EG 3DOR. Eurographics Workshop on 3D Object Retrieval","volume":"1 1","pages":"1-4"},"PeriodicalIF":0.0,"publicationDate":"2020-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79815980","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
A variety of visualisation methods have been developed for displaying molecular structures. The solvent-excluded surface (SES) or molecular surface is one of the most popular and useful depictions as it helps to identify binding-site cavities. The molecular surface is particularly useful therefore for interactive molecular docking tools. Docking tools that incorporate molecular flexibility bring new challenges as the molecular surface must be recomputed in real time as the molecule changes shape in interaction with a ligand. Here we compute the SES by using a GPU-accelerated Marching Cubes algorithm which promises to lead to real-time surface generation for small- to medium-sized biomolecules undergoing conformational change.
{"title":"GPU-Accelerated Generation of the Molecular Surface","authors":"Mousa Alhazzazi, S. Hayward, S. Laycock","doi":"10.2312/egp.20201038","DOIUrl":"https://doi.org/10.2312/egp.20201038","url":null,"abstract":"A variety of visualisation methods have been developed for displaying molecular structures. The solvent-excluded surface (SES) or molecular surface is one of the most popular and useful depictions as it helps to identify binding-site cavities. The molecular surface is particularly useful therefore for interactive molecular docking tools. Docking tools that incorporate molecular flexibility bring new challenges as the molecular surface must be recomputed in real time as the molecule changes shape in interaction with a ligand. Here we compute the SES by using a GPU-accelerated Marching Cubes algorithm which promises to lead to real-time surface generation for small- to medium-sized biomolecules undergoing conformational change.","PeriodicalId":72958,"journal":{"name":"Eurographics ... Workshop on 3D Object Retrieval : EG 3DOR. Eurographics Workshop on 3D Object Retrieval","volume":"45 1","pages":"9-10"},"PeriodicalIF":0.0,"publicationDate":"2020-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83685844","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
We propose an optimization method for adaptive geometric tessellation, involving the saccadic motion of the human eye and foveated rendering. Increased demands on computational resources, especially in the field of head-mounted devices with gaze contingency make optimization schemes pertinent for a seamless user experience. For implementing foveated rendering, our algorithm tessellates a 3D model in real-time based on the location of the user's gaze, substituted with a mouse cursor in this project as a proof of concept. Saccades and fixations of the human eye are simulated by delaying the process of tessellation and rendering by the minimum time taken to complete a saccade. Calculations required for tessellation and rendering the changes on the screen are stalled as and when the eye fixates after a saccade. The paper walks through our contribution by describing the theory, the application method, and results from our user study evaluating our method.
{"title":"Accelerated Foveated Rendering based on Adaptive Tessellation","authors":"Ankur Tiwary, M. Ramanathan, J. Kosinka","doi":"10.2312/egs.20201003","DOIUrl":"https://doi.org/10.2312/egs.20201003","url":null,"abstract":"We propose an optimization method for adaptive geometric tessellation, involving the saccadic motion of the human eye and foveated rendering. Increased demands on computational resources, especially in the field of head-mounted devices with gaze contingency make optimization schemes pertinent for a seamless user experience. For implementing foveated rendering, our algorithm tessellates a 3D model in real-time based on the location of the user's gaze, substituted with a mouse cursor in this project as a proof of concept. Saccades and fixations of the human eye are simulated by delaying the process of tessellation and rendering by the minimum time taken to complete a saccade. Calculations required for tessellation and rendering the changes on the screen are stalled as and when the eye fixates after a saccade. The paper walks through our contribution by describing the theory, the application method, and results from our user study evaluating our method.","PeriodicalId":72958,"journal":{"name":"Eurographics ... Workshop on 3D Object Retrieval : EG 3DOR. Eurographics Workshop on 3D Object Retrieval","volume":"1 1","pages":"1-4"},"PeriodicalIF":0.0,"publicationDate":"2020-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83127072","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Heightmap-based terrain representations are common in computer games and simulations. However, adding geometric details to such a representation during rendering on the GPU is difficult to achieve. In this paper, we propose a combination of triplanar mapping, displacement mapping, and tessellation on the GPU, to create extruded geometry along steep faces of heightmap-based terrain fields on-the-fky during rendering. The method allows rendering geometric details such as overhangs and boulders, without explicit triangulation. We further demonstrate how to handle collisions and shadows for the enriched geometry.
{"title":"Triplanar Displacement Mapping for Terrain Rendering","authors":"S. Weiss, F. Bayer, R. Westermann","doi":"10.2312/egs.20201016","DOIUrl":"https://doi.org/10.2312/egs.20201016","url":null,"abstract":"Heightmap-based terrain representations are common in computer games and simulations. However, adding geometric details to such a representation during rendering on the GPU is difficult to achieve. In this paper, we propose a combination of triplanar mapping, displacement mapping, and tessellation on the GPU, to create extruded geometry along steep faces of heightmap-based terrain fields on-the-fky during rendering. The method allows rendering geometric details such as overhangs and boulders, without explicit triangulation. We further demonstrate how to handle collisions and shadows for the enriched geometry.","PeriodicalId":72958,"journal":{"name":"Eurographics ... Workshop on 3D Object Retrieval : EG 3DOR. Eurographics Workshop on 3D Object Retrieval","volume":"245 1","pages":"53-56"},"PeriodicalIF":0.0,"publicationDate":"2020-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75916487","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
We present a method for improving batched ray traversal as was presented by Pharr et al. [PKGH97]. We propose to use conservative proxy geometry to more accurately determine whether a ray has a possibility of hitting any geometry that is stored on disk. This prevents unnecessary disk loads and thus reduces the disk bandwidth.
{"title":"Conservative Ray Batching using Geometry Proxies","authors":"M. Molenaar, E. Eisemann","doi":"10.2312/egs.20201006","DOIUrl":"https://doi.org/10.2312/egs.20201006","url":null,"abstract":"We present a method for improving batched ray traversal as was presented by Pharr et al. [PKGH97]. We propose to use conservative proxy geometry to more accurately determine whether a ray has a possibility of hitting any geometry that is stored on disk. This prevents unnecessary disk loads and thus reduces the disk bandwidth.","PeriodicalId":72958,"journal":{"name":"Eurographics ... Workshop on 3D Object Retrieval : EG 3DOR. Eurographics Workshop on 3D Object Retrieval","volume":"28 1","pages":"13-16"},"PeriodicalIF":0.0,"publicationDate":"2020-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86607098","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Data Science has been widely used to support activities in diverse domains as Science, Health, Business, and Sports, to name just a few. Theory and practice have been evolving rapidly, and Data Scientist is currently a position much in demand in the job market. All this creates vast research opportunities, as well as the necessity to better understand how to prepare people as researchers and professionals having the background and skills to keep active in a difficult to anticipate future. While there are courses on Data and Information Visualization described in the literature, as well as recommendations by the SIGGRAPH Education Committee, they do not concern Data Science Programs and thus may not be entirely adequate to this type of Program. Besides the general concepts and methods usually addressed, a Visualization course tailored for this particular audience should probably emphasize specific techniques, tools, and examples of using Visualization in several phases along the Data Science process; moreover, it is reasonable to expect that new approaches, useful in practice, will be proposed by the Visualization research community that should be addressed in such a course. Likewise, the bibliography and teaching methods could probably be adapted. We have analyzed over forty MSc Data Science programs offered in English worldwide, and the Visualization courses most of them include, and we argue that there is a need to adapt existing recommendations and create guidelines for these courses. This panel intends to debate this topic and identify issues that need further reflection. .
{"title":"Visualization for Data Scientists: How specific is it?","authors":"B. Santos, Adam Perer","doi":"10.2312/eged.20201033","DOIUrl":"https://doi.org/10.2312/eged.20201033","url":null,"abstract":"Data Science has been widely used to support activities in diverse domains as Science, Health, Business, and Sports, to name just a few. Theory and practice have been evolving rapidly, and Data Scientist is currently a position much in demand in the job market. All this creates vast research opportunities, as well as the necessity to better understand how to prepare people as researchers and professionals having the background and skills to keep active in a difficult to anticipate future. While there are courses on Data and Information Visualization described in the literature, as well as recommendations by the SIGGRAPH Education Committee, they do not concern Data Science Programs and thus may not be entirely adequate to this type of Program. Besides the general concepts and methods usually addressed, a Visualization course tailored for this particular audience should probably emphasize specific techniques, tools, and examples of using Visualization in several phases along the Data Science process; moreover, it is reasonable to expect that new approaches, useful in practice, will be proposed by the Visualization research community that should be addressed in such a course. Likewise, the bibliography and teaching methods could probably be adapted. We have analyzed over forty MSc Data Science programs offered in English worldwide, and the Visualization courses most of them include, and we argue that there is a need to adapt existing recommendations and create guidelines for these courses. This panel intends to debate this topic and identify issues that need further reflection. .","PeriodicalId":72958,"journal":{"name":"Eurographics ... Workshop on 3D Object Retrieval : EG 3DOR. Eurographics Workshop on 3D Object Retrieval","volume":"16 1","pages":"39-43"},"PeriodicalIF":0.0,"publicationDate":"2020-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87781628","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
A facial UV map is used in many applications such as facial reconstruction, synthesis, recognition, and editing. However, it is difficult to collect a number of the UVs needed for accuracy using 3D scan device, or a multi-view capturing system should be required to construct the UV. An occluded facial UV with holes could be obtained by sampling an image after fitting a 3D facial model by recent alignment methods. In this paper, we introduce a facial UV completion framework to train the deep neural network with a set of incomplete UV textures. By using the fact that the facial texture distributions of the left and right half-sides are almost equal, we devise an adversarial network to model the complete UV distribution of the facial texture. Also, we propose the self-referenced discrimination scheme that uses the facial UV completed from the generator for training real distribution. It is demonstrated that the network can be trained to complete the facial texture with incomplete UVs comparably to when utilizing the ground-truth UVs. CCS Concepts • Computing methodologies → Image processing; Neural networks;
{"title":"UV Completion with Self-referenced Discrimination","authors":"Jiwoo Kang, Seongmin Lee, Sanghoon Lee","doi":"10.2312/egs.20201018","DOIUrl":"https://doi.org/10.2312/egs.20201018","url":null,"abstract":"A facial UV map is used in many applications such as facial reconstruction, synthesis, recognition, and editing. However, it is difficult to collect a number of the UVs needed for accuracy using 3D scan device, or a multi-view capturing system should be required to construct the UV. An occluded facial UV with holes could be obtained by sampling an image after fitting a 3D facial model by recent alignment methods. In this paper, we introduce a facial UV completion framework to train the deep neural network with a set of incomplete UV textures. By using the fact that the facial texture distributions of the left and right half-sides are almost equal, we devise an adversarial network to model the complete UV distribution of the facial texture. Also, we propose the self-referenced discrimination scheme that uses the facial UV completed from the generator for training real distribution. It is demonstrated that the network can be trained to complete the facial texture with incomplete UVs comparably to when utilizing the ground-truth UVs. CCS Concepts • Computing methodologies → Image processing; Neural networks;","PeriodicalId":72958,"journal":{"name":"Eurographics ... Workshop on 3D Object Retrieval : EG 3DOR. Eurographics Workshop on 3D Object Retrieval","volume":"64 1","pages":"61-64"},"PeriodicalIF":0.0,"publicationDate":"2020-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86708215","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Saghi Hajisharif, Ehsan Miandji, Gabriel Baravadish, P. Larsson, J. Unger
Photorealistic rendering is an essential tool for immersive virtual reality. In this regard, the data structure of choice is typically light fields since they contain multidimensional information a ...
逼真的渲染是沉浸式虚拟现实的重要工具。在这方面,选择的数据结构通常是光场,因为它们包含多维信息。
{"title":"Compression and Real-Time Rendering of Inward Looking Spherical Light Fields","authors":"Saghi Hajisharif, Ehsan Miandji, Gabriel Baravadish, P. Larsson, J. Unger","doi":"10.2312/egs.20201007","DOIUrl":"https://doi.org/10.2312/egs.20201007","url":null,"abstract":"Photorealistic rendering is an essential tool for immersive virtual reality. In this regard, the data structure of choice is typically light fields since they contain multidimensional information a ...","PeriodicalId":72958,"journal":{"name":"Eurographics ... Workshop on 3D Object Retrieval : EG 3DOR. Eurographics Workshop on 3D Object Retrieval","volume":"4 1","pages":"17-20"},"PeriodicalIF":0.0,"publicationDate":"2020-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87699164","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}