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991.
Henning Zimmer Fabrice Rousselle Wenzel Jakob Oliver Wang David Adler Wojciech Jarosz Olga Sorkine‐Hornung Alexander Sorkine‐Hornung 《Computer Graphics Forum》2015,34(4):131-142
Renderings of animation sequences with physics‐based Monte Carlo light transport simulations are exceedingly costly to generate frame‐by‐frame, yet much of this computation is highly redundant due to the strong coherence in space, time and among samples. A promising approach pursued in prior work entails subsampling the sequence in space, time, and number of samples, followed by image‐based spatio‐temporal upsampling and denoising. These methods can provide significant performance gains, though major issues remain: firstly, in a multiple scattering simulation, the final pixel color is the composite of many different light transport phenomena, and this conflicting information causes artifacts in image‐based methods. Secondly, motion vectors are needed to establish correspondence between the pixels in different frames, but it is unclear how to obtain them for most kinds of light paths (e.g. an object seen through a curved glass panel). To reduce these ambiguities, we propose a general decomposition framework, where the final pixel color is separated into components corresponding to disjoint subsets of the space of light paths. Each component is accompanied by motion vectors and other auxiliary features such as reflectance and surface normals. The motion vectors of specular paths are computed using a temporal extension of manifold exploration and the remaining components use a specialized variant of optical flow. Our experiments show that this decomposition leads to significant improvements in three image‐based applications: denoising, spatial upsampling, and temporal interpolation. 相似文献
992.
We present a novel physically‐based method to visualize stress tensor fields. By incorporating photoelasticity into traditional raycasting and extending it with reflection and refraction, taking into account polarization, we obtain the virtual counterpart to traditional experimental polariscopes. This allows us to provide photoelastic analysis of stress tensor fields in arbitrary domains. In our model, the optical material properties, such as stress‐optic coefficient and refractive index, can either be chosen in compliance with the subject under investigation, or, in case of stress problems that do not model optical properties or that are not transparent, be chosen according to known or even new transparent materials. This enables direct application of established polariscope methodology together with respective interpretation. Using a GPU‐based implementation, we compare our technique to experimental data, and demonstrate its utility with several simulated datasets. 相似文献
993.
J. Buchmüller H. Janetzko G. Andrienko N. Andrienko G. Fuchs D. A. Keim 《Computer Graphics Forum》2015,34(3):181-190
The environmental and noise impact of airports often causes extensive political discussion which in some cases even lead to transnational tensions. Analyzing local approach and departure patterns around an airport is difficult since it depends on a variety of complex variables like weather, local and general regulations and many more. Yet, understanding these movements and the expected amount of flights during arrival and departure is of great interest to both casual and expert users, as planes have a higher impact on the areas beneath during these phases. We present a Visual Analytics framework that enables users to develop an understanding of local flight behavior through visual exploration of historical data and interactive manipulation of prediction models with direct feedback, as well as a classification quality visualization using a random noise metaphor. We showcase our approach using real world data from the Zurich International Airport region, where aircraft noise has led to an ongoing conflict between Germany and Switzerland. The use cases, findings and expert feedback demonstrate how our approach helps in understanding the situation and to substantiate the otherwise often subjective discourse on the topic. 相似文献
994.
Hand‐drawn sketching on napkins or whiteboards is a common, accessible method for generating visual representations. This practice is shared by experts and non‐experts and is probably one of the faster and more expressive ways to draft a visual representation of data. In order to better understand the types of and variations in what people produce when sketching data, we conducted a qualitative study. We asked people with varying degrees of visualization expertise, from novices to experts, to manually sketch representations of a small, easily understandable dataset using pencils and paper and to report on what they learned or found interesting about the data. From this study, we extract a data sketching representation continuum from numeracy to abstraction; a data report spectrum from individual data items to speculative data hypothesis; and show the correspondence between the representation types and the data reports from our results set. From these observations we discuss the participants’ representations in relation to their data reports, indicating implications for design and potentially fruitful directions for research. 相似文献
995.
High‐dimensional data sets are a prevalent occurrence in many application domains. This data is commonly visualized using dimensionality reduction (DR) methods. DR methods provide e.g. a two‐dimensional embedding of the abstract data that retains relevant high‐dimensional characteristics such as local distances between data points. Since the amount of DR algorithms from which users may choose is steadily increasing, assessing their quality becomes more and more important. We present a novel technique to quantify and compare the quality of DR algorithms that is based on persistent homology. An inherent beneficial property of persistent homology is its robustness against noise which makes it well suited for real world data. Our pipeline informs about the best DR technique for a given data set and chosen metric (e.g. preservation of local distances) and provides knowledge about the local quality of an embedding, thereby helping users understand the shortcomings of the selected DR method. The utility of our method is demonstrated using application data from multiple domains and a variety of commonly used DR methods. 相似文献
996.
Andre Suslik Spritzer Jeremy Boy Pierre Dragicevic Jean‐Daniel Fekete Carla Maria Dal Sasso Freitas 《Computer Graphics Forum》2015,34(3):461-470
Node‐link infographics are visually very rich and can communicate messages effectively, but can be very difficult to create, often involving a painstaking and artisanal process. In this paper we present an investigation of node‐link visualizations for communication and how to better support their creation. We begin by breaking down these images into their basic elements and analyzing how they are created. We then present a set of techniques aimed at improving the creation workflow by bringing more flexibility and power to users, letting them manipulate all aspects of a node‐link diagram (layout, visual attributes, etc.) while taking into account the context in which it will appear. These techniques were implemented in a proof‐of‐concept prototype called GraphCoiffure, which was designed as an intermediary step between graph drawing/editing software and image authoring applications. We describe how GraphCoiffure improves the workflow and illustrate its benefits through practical examples. 相似文献
997.
In this paper, we study the problem of automatic camera placement for computer graphics and computer vision applications. We extend the problem formulations of previous work by proposing a novel way to incorporate visibility constraints and camera‐to‐camera relationships. For example, the placement solution can be encouraged to have cameras that image the same important locations from different viewing directions, which can enable reconstruction and surveillance tasks to perform better. We show that the general camera placement problem can be formulated mathematically as a convex binary quadratic program (BQP) under linear constraints. Moreover, we propose an optimization strategy with a favorable trade‐off between speed and solution quality. Our solution is almost as fast as a greedy treatment of the problem, but the quality is significantly higher, so much so that it is comparable to exact solutions that take orders of magnitude more computation time. Because it is computationally attractive, our method also allows users to explore the space of solutions for variations in input parameters. To evaluate its effectiveness, we show a range of 3D results on real‐world floorplans (garage, hotel, mall, and airport). 相似文献
998.
We present a discrete‐time mathematical formulation for applying recursive digital filters to non‐uniformly sampled signals. Our solution presents several desirable features: it preserves the stability of the original filters; is well‐conditioned for low‐pass, high‐pass, and band‐pass filters alike; its cost is linear in the number of samples and is not affected by the size of the filter support. Our method is general and works with any non‐uniformly sampled signal and any recursive digital filter defined by a difference equation. Since our formulation directly uses the filter coefficients, it works out‐of‐the‐box with existing methodologies for digital filter design. We demonstrate the effectiveness of our approach by filtering non‐uniformly sampled signals in various image and video processing tasks including edge‐preserving color filtering, noise reduction, stylization, and detail enhancement. Our formulation enables, for the first time, edge‐aware evaluation of any recursive infinite impulse response digital filter (not only low‐pass), producing high‐quality filtering results in real time. 相似文献
999.
In this paper, we introduce a two‐layered approach addressing the problem of creating believable mesh‐based skin deformation. For each frame, the skin is first deformed with a classic linear blend skinning approach, which usually leads to unsightly artefacts such as the well‐known candy‐wrapper effect and volume loss. Then we enforce some geometric constraints which displace the positions of the vertices to mimic the behaviour of the skin and achieve effects like volume preservation and jiggling. We allow the artist to control the amount of jiggling and the area of the skin affected by it. The geometric constraints are solved using a position‐based dynamics (PBDs) schema. We employ a graph colouring algorithm for parallelizing the computation of the constraints. Being based on PBDs guarantees efficiency and real‐time performances while enduring robustness and unconditional stability. We demonstrate the visual quality and the performance of our approach with a variety of skeleton‐driven soft body characters. 相似文献
1000.
J. Kratt M. Spicker A. Guayaquil M. Fiser S. Pirk O. Deussen J. C. Hart B. Benes 《Computer Graphics Forum》2015,34(2):361-372
We present a botanical simulation of secondary (cambial) tree growth coupled to a physical cracking simulation of its bark. Whereas level set growth would use a fixed resolution voxel grid, our system extends the deformable simplicial complex (DSC), supporting new biological growth functions robustly on any surface polygonal mesh with adaptive subdivision, collision detection and topological control. We extend the DSC with temporally coherent texturing, and surface cracking with a user‐controllable biological model coupled to the stresses introduced by the cambial growth model. 相似文献