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81.
Okan Tarhan Tursun Ahmet Oğuz Akyüz Aykut Erdem Erkut Erdem 《Computer Graphics Forum》2016,35(2):139-152
Reconstructing high dynamic range (HDR) images of a complex scene involving moving objects and dynamic backgrounds is prone to artifacts. A large number of methods have been proposed that attempt to alleviate these artifacts, known as HDR deghosting algorithms. Currently, the quality of these algorithms are judged by subjective evaluations, which are tedious to conduct and get quickly outdated as new algorithms are proposed on a rapid basis. In this paper, we propose an objective metric which aims to simplify this process. Our metric takes a stack of input exposures and the deghosting result and produces a set of artifact maps for different types of artifacts. These artifact maps can be combined to yield a single quality score. We performed a subjective experiment involving 52 subjects and 16 different scenes to validate the agreement of our quality scores with subjective judgements and observed a concordance of almost 80%. Our metric also enables a novel application that we call as hybrid deghosting, in which the output of different deghosting algorithms are combined to obtain a superior deghosting result. 相似文献
82.
Ana Serrano Felix Heide Diego Gutierrez Gordon Wetzstein Belen Masia 《Computer Graphics Forum》2016,35(2):153-163
Current HDR acquisition techniques are based on either (i) fusing multibracketed, low dynamic range (LDR) images, (ii) modifying existing hardware and capturing different exposures simultaneously with multiple sensors, or (iii) reconstructing a single image with spatially‐varying pixel exposures. In this paper, we propose a novel algorithm to recover high‐quality HDRI images from a single, coded exposure. The proposed reconstruction method builds on recently‐introduced ideas of convolutional sparse coding (CSC); this paper demonstrates how to make CSC practical for HDR imaging. We demonstrate that the proposed algorithm achieves higher‐quality reconstructions than alternative methods, we evaluate optical coding schemes, analyze algorithmic parameters, and build a prototype coded HDR camera that demonstrates the utility of convolutional sparse HDRI coding with a custom hardware platform. 相似文献
83.
Marcos Sandim Douglas Cedrim Luis Gustavo Nonato Paulo Pagliosa Afonso Paiva 《Computer Graphics Forum》2016,35(2):215-224
This paper presents a novel method to detect free‐surfaces on particle‐based volume representation. In contrast to most particle‐based free‐surface detection methods, which perform the surface identification based on physical and geometrical properties derived from the underlying fluid flow simulation, the proposed approach only demands the spatial location of the particles to properly recognize surface particles, avoiding even the use of kernels. Boundary particles are identified through a Hidden Point Removal (HPR) operator used for visibility test. Our method is very simple, fast, easy to implement and robust to changes in the distribution of particles, even when facing large deformation of the free‐surface. A set of comparisons against state‐of‐the‐art boundary detection methods show the effectiveness of our approach. The good performance of our method is also attested in the context of fluid flow simulation involving free‐surface, mainly when using level‐sets for rendering purposes. 相似文献
84.
Florian Ferstl Ryoichi Ando Chris Wojtan Rüdiger Westermann Nils Thuerey 《Computer Graphics Forum》2016,35(2):225-232
The Fluid Implicit Particle method (FLIP) for liquid simulations uses particles to reduce numerical dissipation and provide important visual cues for events like complex splashes and small‐scale features near the liquid surface. Unfortunately, FLIP simulations can be computationally expensive, because they require a dense sampling of particles to fill the entire liquid volume. Furthermore, the vast majority of these FLIP particles contribute nothing to the fluid's visual appearance, especially for larger volumes of liquid. We present a method that only uses FLIP particles within a narrow band of the liquid surface, while efficiently representing the remaining inner volume on a regular grid. We show that a naïve realization of this idea introduces unstable and uncontrollable energy fluctuations, and we propose a novel coupling scheme between FLIP particles and regular grid which overcomes this problem. Our method drastically reduces the particle count and simulation times while yielding results that are nearly indistinguishable from regular FLIP simulations. Our approach is easy to integrate into any existing FLIP implementation. 相似文献
85.
This paper introduces a design and fabrication pipeline for creating floating forms. Our method optimizes for buoyant equilibrium and stability of complex 3D shapes, applying a voxel‐carving technique to control the mass distribution. The resulting objects achieve a desired floating pose defined by a user‐specified waterline height and orientation. In order to enlarge the feasible design space, we explore novel ways to load the interior of a design using prefabricated components and casting techniques. 3D printing is employed for high‐precision fabrication. For larger scale designs we introduce a method for stacking lasercut planar pieces to create 3D objects in a quick and economic manner. We demonstrate fabricated designs of complex shape in a variety of floating poses. 相似文献
86.
Consistent segmentation is to the center of many applications based on dynamic geometric data. Directly segmenting a raw 3D point cloud sequence is a challenging task due to the low data quality and large inter‐frame variation across the whole sequence. We propose a local‐to‐global approach to co‐segment point cloud sequences of articulated objects into near‐rigid moving parts. Our method starts from a per‐frame point clustering, derived from a robust voting‐based trajectory analysis. The local segments are then progressively propagated to the neighboring frames with a cut propagation operation, and further merged through all frames using a novel space‐time segment grouping technqiue, leading to a globally consistent and compact segmentation of the entire articulated point cloud sequence. Such progressive propagating and merging, in both space and time dimensions, makes our co‐segmentation algorithm especially robust in handling noise, occlusions and pose/view variations that are usually associated with raw scan data. 相似文献
87.
Tensors model a wide range of physical phenomena. While symmetric tensors are sufficient for some applications (such as diffusion), asymmetric tensors are required, for example, to describe differential properties of fluid flow. Glyphs permit inspecting individual tensor values, but existing tensor glyphs are fully defined only for symmetric tensors. We propose a glyph to visualize asymmetric second‐order two‐dimensional tensors. The glyph includes visual encoding for physically significant attributes of the tensor, including rotation, anisotropic stretching, and isotropic dilation. Our glyph design conserves the symmetry and continuity properties of the underlying tensor, in that transformations of a tensor (such as rotation or negation) correspond to analogous transformations of the glyph. We show results with synthetic data from computational fluid dynamics. 相似文献
88.
A. Sarikaya M. Correli J. M. Dinis D. H. O'Connor M. Gleicher 《Computer Graphics Forum》2016,35(3):151-160
Virologists are not only interested in point mutations in a genome, but also in relationships between mutations. In this work, we present a design study to support the discovery of correlated mutation events (called co‐occurrences) in populations of viral genomes. The key challenge is to identify potentially interesting pairs of events within the vast space of event combinations. In our work, we identify analyst requirements and develop a prototype through a participatory process. The key ideas of our approach are to use interest metrics to create dynamic filtering that guides the viewer to interesting and relevant correlations of genome mutations, and to provide visual encodings designed to fit scientists' mental map of the data, along with dynamic filtering techniques. We demonstrate the strength of our approach in virology‐situated case studies, and offer suggestions for extending our strategy to other sequence‐based domains. 相似文献
89.
3D box splines are defined by convolving a 1D box function with itself along different directions. In volume visualization, box splines are mainly used as reconstruction kernels that are easy to adapt to various sampling lattices, such as the Cartesian Cubic (CC), Body‐Centered Cubic (BCC), and Face‐Centered Cubic (FCC) lattices. The usual way of tailoring a box spline to a specific lattice is to span the box spline by exactly those principal directions that span the lattice itself. However, in this case, the preferred directions of the box spline and the lattice are the same, amplifying the anisotropic effects of each other. This leads to an anisotropic volume representation with strongly preferred directions. Therefore, in this paper, we retailor box splines to lattices such that the sets of vectors that span the box spline and the lattice are disjoint sets. As the preferred directions of the box spline and the lattice compensate each other, a more isotropic volume representation can be achieved. We demonstrate this by comparing different combinations of box splines and lattices concerning their anisotropic behavior in tomographic reconstruction and volume visualization. 相似文献
90.
A tangent vector field on a surface is the generator of a smooth family of maps from the surface to itself, known as the flow. Given a scalar function on the surface, it can be transported, or advected, by composing it with a vector field's flow. Such transport is exhibited by many physical phenomena, e.g., in fluid dynamics. In this paper, we are interested in the inverse problem: given source and target functions, compute a vector field whose flow advects the source to the target. We propose a method for addressing this problem, by minimizing an energy given by the advection constraint together with a regularizing term for the vector field. Our approach is inspired by a similar method in computational anatomy, known as LDDMM, yet leverages the recent framework of functional vector fields for discretizing the advection and the flow as operators on scalar functions. The latter allows us to efficiently generalize LDDMM to curved surfaces, without explicitly computing the flow lines of the vector field we are optimizing for. We show two approaches for the solution: using linear advection with multiple vector fields, and using non‐linear advection with a single vector field. We additionally derive an approximated gradient of the corresponding energy, which is based on a novel vector field transport operator. Finally, we demonstrate applications of our machinery to intrinsic symmetry analysis, function interpolation and map improvement. 相似文献