Computer Science - Graphics Publications (50)

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Computer Science - Graphics Publications

The 2-D discrete wavelet transform (DWT) can be found in the heart of many image-processing algorithms. Until recently, several studies have compared the performance of such transform on various shared-memory parallel architectures, especially on graphics processing units (GPUs). All these studies, however, considered only separable calculation schemes. Read More


We focus on the analysis of planar shapes and solid objects having thin features and propose a new mathematical model to characterize them. Based on our model, that we call an epsilon-shape, we show how thin parts can be effectively and efficiently detected by an algorithm, and propose a novel approach to thicken these features while leaving all the other parts of the shape unchanged. When compared with state-of-the-art solutions, our proposal proves to be particularly flexible, efficient and stable, and does not require any unintuitive parameter to fine-tune the process. Read More


Liquids exhibit highly complex, non-linear behavior under changing simulation conditions such as user interactions. We propose a method to map this complex behavior over a parameter range onto a reduced representation based on space-time deformations. In order to represent the complexity of the full space of inputs, we use aligned deformations from optical flow solves, and we leverage the power of generative neural networks to synthesize additional deformations for refinement. Read More


To watch 360{\deg} videos on normal 2D displays, we need to project the selected part of the 360{\deg} image onto the 2D display plane. In this paper, we propose a fully-automated framework for generating content-aware 2D normal-view perspective videos from 360{\deg} videos. Especially, we focus on the projection step preserving important image contents and reducing image distortion. Read More


A conformal flattening maps a curved surface to the plane without distorting angles---such maps have become a fundamental building block for problems in geometry processing, numerical simulation, and computational design. Yet existing methods provide little direct control over the shape of the flattened domain, or else demand expensive nonlinear optimization. Boundary first flattening (BFF) is a linear method for conformal parameterization which is faster than traditional linear methods, yet provides control and quality comparable to sophisticated nonlinear schemes. Read More


We study Markov Chain Monte Carlo (MCMC) methods operating in primary sample space and their interactions with multiple sampling techniques. We observe that incorporating the sampling technique into the state of the Markov Chain, as done in Multiplexed Metropolis Light Transport (MMLT), impedes the ability of the chain to properly explore the path space, as transitions between sampling techniques lead to disruptive alterations of path samples. To address this issue, we reformulate Multiplexed MLT in the Reversible Jump MCMC framework (RJMCMC) and introduce inverse sampling techniques that turn light paths into the random numbers that would produce them. Read More


Ultrasound (US) is the most commonly used liver imaging modality worldwide. Due to its low cost, it is increasingly used in the follow-up of cancer patients with metastases localized in the liver. In this contribution, we present the results of an interactive segmentation approach for liver metastases in US acquisitions. Read More


In this paper, we present a color transfer algorithm to colorize a broad range of gray images without any user intervention. The algorithm uses a machine learning-based approach to automatically colorize grayscale images. The algorithm uses the superpixel representation of the reference color images to learn the relationship between different image features and their corresponding color values. Read More


This paper proposes a new data-driven approach for modeling detailed splashes for liquid simulations with neural networks. Our model learns to generate small-scale splash detail for fluid-implicit-particle methods using training data acquired from physically accurate, high-resolution simulations. We use neural networks to model the regression of splash formation using a classifier together with a velocity modification term. Read More


Surface reconstruction from an unorganized point cloud is an important problem due to its widespread applications. White noise, possibly clustered outliers, and noisy perturbation may be generated when a point cloud is sampled from a surface. Most existing methods handle limited amount of noise. Read More


This paper extends previous research in that sense that for orthogonal projections of rigid smooth (true-3D) curves moving totally free it reduces the number of required traceable points to two only (the best results known so far to the author are 3 points from free motion and 2 for motion restricted to rotation around a fixed direction and and 2 for motion restricted to influence of a homogeneous force field). The method used is exploitation of information on tangential projections. It discusses also possibility of simplification of reconstruction of flat curves moving free for prospective projections. Read More


We address the problem of restoring a high-quality image from an observed image sequence strongly distorted by atmospheric turbulence. A novel algorithm is proposed in this paper to reduce geometric distortion as well as space-and-time-varying blur due to strong turbulence. By considering a suitable energy functional, our algorithm first obtains a sharp reference image and a subsampled image sequence containing sharp and mildly distorted image frames with respect to the reference image. Read More


This paper describes an intuitive generalization to the Generative Adversarial Networks (GANs) to generate samples while capturing diverse modes of the true data distribution. Firstly, we propose a very simple and intuitive multi-agent GAN architecture that incorporates multiple generators capable of generating samples from high probability modes. Secondly, in order to enforce different generators to generate samples from diverse modes, we propose two extensions to the standard GAN objective function. Read More


This invited talk will present recent projection mapping technologies for augmented reality. First, fundamental technologies are briefly explained, which have been proposed to overcome the technical limitations of ordinary projectors. Second, augmented reality (AR) applications using projection mapping technologies are introduced. Read More


With virtual reality, digital painting on 2D canvases is now being extended to 3D spaces. Tilt Brush and Oculus Quill are widely accepted among artists as tools that pave the way to a new form of art - 3D emmersive painting. Current 3D painting systems are only a start, emitting textured triangular geometries. Read More


In this paper, we are concerned with the problem of creating flattening maps of simply-connected open surfaces in $\mathbb{R}^3$. Using a natural principle of density diffusion in physics, we propose an effective algorithm for computing density-equalizing flattening maps with any prescribed density distribution. By varying the initial density distribution, a large variety of mappings with different properties can be achieved. Read More


Digital sculpting is a popular means to create 3D models but remains a challenging task for many users. This can be alleviated by recent advances in data-driven and procedural modeling, albeit bounded by the underlying data and procedures. We propose a 3D sculpting system that assists users in freely creating models without predefined scope. Read More


We propose to leverage denoising autoencoder networks as priors to address image restoration problems. We build on the key observation that the output of an optimal denoising autoencoder is a local mean of the true data density, and the autoencoder error (the difference between the output and input of the trained autoencoder) is a mean shift vector. We use the magnitude of this mean shift vector, that is, the distance to the local mean, as the negative log likelihood of our natural image prior. Read More


We report the design, implementation, and deployment of Lepton, a fault-tolerant system that losslessly compresses JPEG images to 77% of their original size on average. Lepton replaces the lowest layer of baseline JPEG compression-a Huffman code-with a parallelized arithmetic code, so that the exact bytes of the original JPEG file can be recovered quickly. Lepton matches the compression efficiency of the best prior work, while decoding more than nine times faster and in a streaming manner. Read More


We address the problem of making human motion capture in the wild more practical by using a small set of inertial sensors attached to the body. Since the problem is heavily under-constrained, previous methods either use a large number of sensors, which is intrusive, or they require additional video input. We take a different approach and constrain the problem by: (i) making use of a realistic statistical body model that includes anthropometric constraints and (ii) using a joint optimization framework to fit the model to orientation and acceleration measurements over multiple frames. Read More


Handheld Augmented Reality commonly implements some variant of magic lens rendering, which turns only a fraction of the user's real environment into AR while the rest of the environment remains unaffected. Since handheld AR devices are commonly equipped with video see-through capabilities, AR magic lens applications often suffer from spatial distortions, because the AR environment is presented from the perspective of the camera of the mobile device. Recent approaches counteract this distortion based on estimations of the user's head position, rendering the scene from the user's perspective. Read More


Multivariate graphs are prolific across many fields, including transportation and neuroscience. A key task in graph analysis is the exploration of connectivity, to, for example, analyze how signals flow through neurons, or to explore how well different cities are connected by flights. While standard node-link diagrams are helpful in judging connectivity, they do not scale to large networks. Read More


Virtual Reality, an immersive technology that replicates an environment via computer-simulated reality, gets a lot of attention in the entertainment industry. However, VR has also great potential in other areas, like the medical domain, Examples are intervention planning, training and simulation. This is especially of use in medical operations, where an aesthetic outcome is important, like for facial surgeries. Read More


Many problems in image processing and computer vision (e.g. colorization, style transfer) can be posed as 'manipulating' an input image into a corresponding output image given a user-specified guiding signal. Read More


Color theme or color palette can deeply influence the quality and the feeling of a photograph or a graphical design. Although color palettes may come from different sources such as online crowd-sourcing, photographs and graphical designs, in this paper, we consider color palettes extracted from fine art collections, which we believe to be an abundant source of stylistic and unique color themes. We aim to capture color styles embedded in these collections by means of statistical models and to build practical applications upon these models. Read More


A challenge in isogeometric analysis is constructing analysis-suitable volumetric meshes which can accurately represent the geometry of a given physical domain. In this paper, we propose a method to derive a spline-based representation of a domain of interest from voxel-based data. We show an efficient way to obtain a boundary representation of the domain by a level-set function. Read More


Texture is an essential property of physical objects that affects aesthetics, usability, and functionality. However, designing and applying textures to 3D objects with existing tools remains difficult and time-consuming; it requires proficient 3D modeling skills. To address this, we investigated an auto-completion approach for efficient texture creation that automates the tedious, repetitive process of applying texture while allowing flexible customization. Read More


Non-rigid registration is challenging because it is ill-posed with high degrees of freedom and is thus sensitive to noise and outliers. We propose a robust non-rigid registration method using reweighted sparsities on position and transformation to estimate the deformations between 3-D shapes. We formulate the energy function with dual sparsities on both the data term and the smoothness term, and define the smoothness constraint using local rigidity. Read More


In this publication, the interactive planning and reconstruction of cranial 3D Implants under the medical prototyping platform MeVisLab as alternative to commercial planning software is introduced. In doing so, a MeVisLab prototype consisting of a customized data-flow network and an own C++ module was set up. As a result, the Computer-Aided Design (CAD) software prototype guides a user through the whole workflow to generate an implant. Read More


In the orthognathic surgery, dental splints are important and necessary to help the surgeon reposition the maxilla or mandible. However, the traditional methods of manual design of dental splints are difficult and time-consuming. The research on computer-aided design software for dental splints is rarely reported. Read More


Recent works have demonstrated non-line of sight (NLOS) reconstruction by using the time-resolved signal frommultiply scattered light. These works combine ultrafast imaging systems with computation, which back-projects the recorded space-time signal to build a probabilistic map of the hidden geometry. Unfortunately, this computation is slow, becoming a bottleneck as the imaging technology improves. Read More


Animation is ubiquitous in visualization systems, and a common technique for creating these animations is the transition. In the transition approach, animations are created by smoothly interpolating a visual attribute between a start and end value, reaching the end value after a specified duration. This approach works well when each transition for an attribute is allowed to finish before the next is triggered, but performs poorly when a new transition is triggered before the current transition has finished. Read More


We present here the result of continuation work, performed to further fulfill the vision we outlined in [Harel,Lekien,P\'eba\"y-2017] for the visualization and analysis of tree-based adaptive mesh refinement (AMR) simulations, using the hypertree grid paradigm which we proposed. The first filter presented hereafter implements an adaptive approach in order to accelerate the rendering of 2-dimensional AMR grids, hereby solving the problem posed by the loss of interactivity that occurs when dealing with large and/or deeply refined meshes. Specifically, view parameters are taken into account, in order to: on one hand, avoid creating surface elements that are outside of the view area; on the other hand, utilize level-of-detail properties to cull those cells that are deemed too small to be visible with respect to the given view parameters. Read More


We present SceneSuggest: an interactive 3D scene design system providing context-driven suggestions for 3D model retrieval and placement. Using a point-and-click metaphor we specify regions in a scene in which to automatically place and orient relevant 3D models. Candidate models are ranked using a set of static support, position, and orientation priors learned from 3D scenes. Read More


Designing 3D scenes is currently a creative task that requires significant expertise and effort in using complex 3D design interfaces. This effortful design process starts in stark contrast to the easiness with which people can use language to describe real and imaginary environments. We present SceneSeer: an interactive text to 3D scene generation system that allows a user to design 3D scenes using natural language. Read More


We present a data-driven approach that colorizes 3D furniture models and indoor scenes by leveraging indoor images on the internet. Our approach is able to colorize the furniture automatically according to an example image. The core is to learn image-guided mesh segmentation to segment the model into different parts according to the image object. Read More


We consider the problem of extracting curve skeletons of three-dimensional, elongated objects given a noisy surface, which has applications in agricultural contexts such as extracting the branching structure of plants. We describe an efficient and robust method based on breadth-first search that can determine curve skeletons in these contexts. Our approach is capable of automatically detecting junction points as well as spurious segments and loops. Read More


Single-Photon Avalanche Diodes (SPAD) are affordable photodetectors, capable to collect extremely fast low-energy events, due to their single-photon sensibility. This makes them very suitable for time-of-flight-based range imaging systems, allowing to reduce costs and power requirements, without sacrifizing much temporal resolution. In this work we describe a computational model to simulate the behaviour of SPAD sensors, aiming to provide a realistic camera model for time-resolved light transport simulation, with applications on prototyping new reconstructions techniques based on SPAD time-of-flight data. Read More


Researchers often summarize their work in the form of scientific posters. Posters provide a coherent and efficient way to convey core ideas expressed in scientific papers. Generating a good scientific poster, however, is a complex and time consuming cognitive task, since such posters need to be readable, informative, and visually aesthetic. Read More


We present here the first systematic treatment of the problems posed by the visualization and analysis of large-scale, parallel adaptive mesh refinement (AMR) simulations on an Eulerian grid. When compared to those obtained by constructing an intermediate unstructured mesh with fully described connectivity, our primary results indicate a gain of at least 80\% in terms of memory footprint, with a better rendering while retaining similar execution speed. In this article, we describe the key concepts that allow us to obtain these results, together with the methodology that facilitates the design, implementation, and optimization of algorithms operating directly on such refined meshes. Read More


This paper presents the three scripting commands and main functionalities of a novel character animation environment called CHASE. CHASE was developed for enabling inexperienced programmers, animators, artists, and students to animate in meaningful ways virtual reality characters. This is achieved by scripting simple commands within CHASE. Read More


In this paper we address the issue of designing developable surfaces with Bezier patches. We show that developable surfaces with a polynomial edge of regression are the set of developable surfaces which can be constructed with Aumann's algorithm. We also obtain the set of polynomial developable surfaces which can be constructed using general polynomial curves. Read More


In this paper, we cover the process of integrating Large-Scale Direct Simultaneous Localization and Mapping (LSD-SLAM) algorithm into our existing AR stereo engine, developed for our modified "Augmented Reality Oculus Rift". With that, we are able to track one of our realworld cameras which are mounted on the rift, within a complete unknown environment. This makes it possible to achieve a constant and full augmentation, synchronizing our 3D movement (x, y, z) in both worlds, the real world and the virtual world. Read More


We address the problem of synthesizing new video frames in an existing video, either in-between existing frames (interpolation), or subsequent to them (extrapolation). This problem is challenging because video appearance and motion can be highly complex. Traditional optical-flow-based solutions often fail where flow estimation is challenging, while newer neural-network-based methods that hallucinate pixel values directly often produce blurry results. Read More


The Easy Path Wavelet Transform is an adaptive transform for bivariate functions (in particular natural images) which has been proposed in [1]. It provides a sparse representation by finding a path in the domain of the function leveraging the local correlations of the function values. It then applies a one dimensional wavelet transform to the obtained vector, decimates the points and iterates the procedure. Read More


A general concept of 3D volumetric visualization systems is described based on 3D discrete voxel scenes (worlds) representation. Definitions of 3D discrete voxel scene (world) basic elements and main steps of the image synthesis algorithm are formulated. An algorithm for solving the problem of the voxelized world 3D image synthesis, intended for the systems of volumetric spatial visualization, is proposed. Read More


The article presents a general concept of the organization of pseudo three dimension visualization of graphics and video content for three dimension visualization systems. The steps of algorithms for solving the problem of synthesis of three dimension stereo images based on two dimension images are introduced. The features of synthesis organization of standard format of three dimension stereo frame are presented. Read More


This paper presents a realization of the approach to spatial three Dimension stereo of visualization of three Dimension images with use parallel Graphics processing unit (GPU). The experiments of realization of synthesis of images of a 3D stage by a method of trace of beams on GPU with Compute Unified Device Architecture have shown that 60 % of the time is spent for the decision of a computing problem approximately, the major part of time (40 %) is spent for transfer of data between the central processing unit and GPU for calculations and the organization process of visualization. The study of the influence of increase in the size of the GPU network at the speed of calculations showed importance of the correct task of structure of formation of the parallel computer network and general mechanism of parallelization. Read More


Unlike the conventional first-order network (FoN), the higher-order network (HoN) provides a more accurate description of transitions by creating additional nodes to encode higher-order dependencies. However, there exists no visualization and exploration tool for the HoN. For applications such as the development of strategies to control species invasion through global shipping which is known to exhibit higher-order dependencies, the existing FoN visualization tools are limited. Read More