Journal: Computer Graphics Forum

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Abbreviation

Comput. Graph. Forum

Publisher

Wiley

Journal Volumes

ISSN

1467-8659
0167-7055

Description

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Publications 1 - 10 of 38
  • Practical Person‐Specific Eye Rigging
    Item type: Journal Article
    Bérard, Pascal; Bradley, Derek; Gross, Markus; et al. (2019)
    Computer Graphics Forum
  • Kim, Byungsoo; Huang, Xingchang; Wuelfroth, Laura; et al. (2022)
    Computer Graphics Forum
    Creative processes of artists often start with hand-drawn sketches illustrating an object. Pre-visualizing these keyframes is especially challenging when applied to volumetric materials such as smoke. The authored 3D density volumes must capture realistic flow details and turbulent structures, which is highly non-trivial and remains a manual and time-consuming process. We therefore present a method to compute a 3D smoke density field directly from 2D artist sketches, bridging the gap between early-stage prototyping of smoke keyframes and pre-visualization. From the sketch inputs, we compute an initial volume estimate and optimize the density iteratively with an updater CNN. Our differentiable sketcher is embedded into the end-to-end training, which results in robust reconstructions. Our training data set and sketch augmentation strategy are designed such that it enables general applicability. We evaluate the method on synthetic inputs and sketches from artists depicting both realistic smoke volumes and highly non-physical smoke shapes. The high computational performance and robustness of our method at test time allows interactive authoring sessions of volumetric density fields for rapid prototyping of ideas by novice users.
  • Bartolovic, Nemanja; Gross, Markus; Günther, Tobias (2020)
    Computer Graphics Forum
    Dynamical systems are commonly used to describe the state of time‐dependent systems. In many engineering and control problems, the state space is high‐dimensional making it difficult to analyze and visualize the behavior of the system for varying input conditions. We present a novel dimensionality reduction technique that is tailored to high‐dimensional dynamical systems. In contrast to standard general purpose dimensionality reduction algorithms, we use energy minimization to preserve properties of the flow in the high‐dimensional space. Once the projection operator is optimized, further high‐dimensional trajectories are projected easily. Our 3D projection maintains a number of useful flow properties, such as critical points and flow maps, and is optimized to match geometric characteristics of the high‐dimensional input, as well as optional user constraints. We apply our method to trajectories traced in the phase spaces of second‐order dynamical systems, including finite‐sized objects in fluids, the circular restricted three‐body problem and a damped double pendulum. We compare the projections with standard visualization techniques, such as PCA, t‐SNE and UMAP, and visualize the dynamical systems with multiple coordinated views interactively, featuring a spatial embedding, projection to subspaces, our dimensionality reduction and a seed point exploration tool.
  • Chandran, Prashanth; Zoss, Gaspard; Gross, Markus; et al. (2022)
    Computer Graphics Forum
    We propose a 3D+time framework for modeling dynamic sequences of 3D facial shapes, representing realistic non-rigid motion during a performance. Our work extends neural 3D morphable models by learning a motion manifold using a transformer architecture. More specifically, we derive a novel transformer-based autoencoder that can model and synthesize 3D geometry sequences of arbitrary length. This transformer naturally determines frame-to-frame correlations required to represent the motion manifold, via the internal self-attention mechanism. Furthermore, our method disentangles the constant facial identity from the time-varying facial expressions in a performance, using two separate codes to represent neutral identity and the performance itself within separate latent subspaces. Thus, the model represents identity-agnostic performances that can be paired with an arbitrary new identity code and fed through our new identity-modulated performance decoder; the result is a sequence of 3D meshes for the performance with the desired identity and temporal length. We demonstrate how our disentangled motion model has natural applications in performance synthesis, performance retargeting, key-frame interpolation and completion of missing data, performance denoising and retiming, and other potential applications that include full 3D body modeling.
  • Tang, Jingwei; Azevedo, Vinicius C.; Cordonnier, Guillaume; et al. (2021)
    Computer Graphics Forum
    Fluid control often uses optimization of control forces that are added to a simulation at each time step, such that the final animation matches a single or multiple target density keyframes provided by an artist. The optimization problem is strongly under-constrained with a high-dimensional parameter space, and finding optimal solutions is challenging, especially for higher resolution simulations. In this paper, we propose two novel ideas that jointly tackle the lack of constraints and high dimensionality of the parameter space. We first consider the fact that optimized forces are allowed to have divergent modes during the optimization process. These divergent modes are not entirely projected out by the pressure solver step, manifesting as unphysical smoke sources that are explored by the optimizer to match a desired target. Thus, we reduce the space of the possible forces to the family of strictly divergence-free velocity fields, by optimizing directly for a vector potential. We synergistically combine this with a smoothness regularization based on a spectral decomposition of control force fields. Our method enforces lower frequencies of the force fields to be optimized first by filtering force frequencies in the Fourier domain. The mask-growing strategy is inspired by Kolmogorov's theory about scales of turbulence. We demonstrate improved results for 2D and 3D fluid control especially in higher-resolution settings, while eliminating the need for manual parameter tuning. We showcase various applications of our method, where the user effectively creates or edits smoke simulations.
  • Mura, Claudio; Pajarola, Renato; Schindler, Konrad; et al. (2021)
    Computer Graphics Forum
    Recent years have seen a proliferation of new digital products for the efficient management of indoor spaces, with important applications like emergency management, virtual property showcasing and interior design. While highly innovative and effective, these products rely on accurate 3D models of the environments considered, including information on both architectural and non-permanent elements. These models must be created from measured data such as RGB-D images or 3D point clouds, whose capture and consolidation involves lengthy data workflows. This strongly limits the rate at which 3D models can be produced, preventing the adoption of many digital services for indoor space management. We provide a radical alternative to such data-intensive procedures by presenting Walk2Map, a data-driven approach to generate floor plans only from trajectories of a person walking inside the rooms. Thanks to recent advances in data-driven inertial odometry, such minimalistic input data can be acquired from the IMU readings of consumer-level smartphones, which allows for an effortless and scalable mapping of real-world indoor spaces. Our work is based on learning the latent relation between an indoor walk trajectory and the information represented in a floor plan: interior space footprint, portals, and furniture. We distinguish between recovering area-related (interior footprint, furniture) and wall-related (doors) information and use two different neural architectures for the two tasks: an image-based Encoder-Decoder and a Graph Convolutional Network, respectively. We train our networks using scanned 3D indoor models and apply them in a cascaded fashion on an indoor walk trajectory at inference time. We perform a qualitative and quantitative evaluation using both trajectories simulated from scanned models of interiors and measured, real-world trajectories, and compare against a baseline method for image-to-image translation. The experiments confirm that our technique is viable and allows recovering reliable floor plans from minimal walk trajectory data.
  • Tang, Pengbin; Coros, Stelian; Thomaszewski, Bernhard (2022)
    Computer Graphics Forum
    Strain limiting is a widely used approach for simulating biphasic materials such as woven textiles and biological tissue that exhibit a soft elastic regime followed by a hard deformation limit. However, existing methods are either based on slowly converging local iterations, or offer no guarantees on convergence. In this work, we propose a new approach to strain limiting based on second order cone programming (SOCP). Our work is based on the key insight that upper bounds on per-triangle deformations lead to convex quadratic inequality constraints. Though nonlinear, these constraints can be reformulated as inclusion conditions on convex sets, leading to a second order cone programming problem—a convex optimization problem that a) is guaranteed to have a unique solution and b) allows us to leverage efficient conic programming solvers. We first cast strain limiting with anisotropic bounds on stretching as a quadratically constrained quadratic program (QCQP), then show how this QCQP can be mapped to a second order cone programming problem. We further propose a constraint reflection scheme and empirically show that it exhibits superior energy-preservation properties compared to conventional end-of-step projection methods. Finally, we demonstrate our prototype implementation on a set of examples and illustrate how different deformation limits can be used to model a wide range of material behaviors.
  • Fratarcangeli, Marco; Bradley, Derek; Gruber, Aurel; et al. (2020)
    Computer Graphics Forum
    Many problems in computer graphics and vision can be formulated as a nonlinear least squares optimization problem, for which numerous off-the-shelf solvers are readily available. Depending on the structure of the problem, however, existing solvers may be more or less suitable, and in some cases the solution comes at the cost of lengthy convergence times. One such case is semi-sparse optimization problems, emerging for example in localized facial performance reconstruction, where the nonlinear least squares problem can be composed of hundreds of thousands of cost functions, each one involving many of the optimization parameters. While such problems can be solved with existing solvers, the computation time can severely hinder the applicability of these methods. We introduce a novel iterative solver for nonlinear least squares optimization of large-scale semi-sparse problems. We use the nonlinear Levenberg-Marquardt method to locally linearize the problem in parallel, based on its first-order approximation. Then, we decompose the linear problem in small blocks, using the local Schur complement, leading to a more compact linear system without loss of information. The resulting system is dense but its size is small enough to be solved using a parallel direct method in a short amount of time. The main benefit we get by using such an approach is that the overall optimization process is entirely parallel and scalable, making it suitable to be mapped onto graphics hardware (GPU). By using our minimizer, results are obtained up to one order of magnitude faster than other existing solvers, without sacrificing the generality and the accuracy of the model. We provide a detailed analysis of our approach and validate our results with the application of performance-based facial capture using a recently-proposed anatomical local face deformation model.
  • Binninger, Alexandre; Verhoeven, Floor; Herholz, Philipp; et al. (2021)
    Computer Graphics Forum
    Approximating 3D shapes with piecewise developable surfaces is an active research topic, driven by the benefits of developable geometry in fabrication. Piecewise developable surfaces are characterized by having a Gauss image that is a 1D object – a collection of curves on the Gauss sphere. We present a method for developable approximation that makes use of this classic definition from differential geometry. Our algorithm is an iterative process that alternates between thinning the Gauss image of the surface and deforming the surface itself to make its normals comply with the Gauss image. The simple, local-global structure of our algorithm makes it easy to implement and optimize. We validate our method on developable shapes with added noise and demonstrate its effectiveness on a variety of non-developable inputs. Compared to the state of the art, our method is more general, tessellation independent, and preserves the input mesh connectivity.
  • Miller, Matthias; Rauscher, Julius; Keim, Daniel A.; et al. (2022)
    Computer Graphics Forum
    Manually investigating sheet music collections is challenging for music analysts due to the magnitude and complexity of underlying features, structures, and contextual information. However, applying sophisticated algorithmic methods would require advanced technical expertise that analysts do not necessarily have. Bridging this gap, we contribute CorpusVis, an interactive visual workspace, enabling scalable and multi-faceted analysis. Our proposed visual analytics dashboard provides access to computational methods, generating varying perspectives on the same data. The proposed application uses metadata including composers, type, epoch, and low-level features, such as pitch, melody, and rhythm. To evaluate our approach, we conducted a pair-analytics study with nine participants. The qualitative results show that CorpusVis supports users in performing exploratory and confirmatory analysis, leading them to new insights and findings. In addition, based on three exemplary workflows, we demonstrate how to apply our approach to different tasks, such as exploring musical features or comparing composers.
Publications 1 - 10 of 38