Featured Researches

Graphics

InCorr: Interactive Data-Driven Correlation Panels for Digital Outcrop Analysis

Geological analysis of 3D Digital Outcrop Models (DOMs) for reconstruction of ancient habitable environments is a key aspect of the upcoming ESA ExoMars 2022 Rosalind Franklin Rover and the NASA 2020 Rover Perseverance missions in seeking signs of past life on Mars. Geologists measure and interpret 3D DOMs, create sedimentary logs and combine them in `correlation panels' to map the extents of key geological horizons, and build a stratigraphic model to understand their position in the ancient landscape. Currently, the creation of correlation panels is completely manual and therefore time-consuming, and inflexible. With InCorr we present a visualization solution that encompasses a 3D logging tool and an interactive data-driven correlation panel that evolves with the stratigraphic analysis. For the creation of InCorr we closely cooperated with leading planetary geologists in the form of a design study. We verify our results by recreating an existing correlation analysis with InCorr and validate our correlation panel against a manually created illustration. Further, we conducted a user-study with a wider circle of geologists. Our evaluation shows that InCorr efficiently supports the domain experts in tackling their research questions and that it has the potential to significantly impact how geologists work with digital outcrop representations in general.

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Graphics

Informative Scene Decomposition for Crowd Analysis, Comparison and Simulation Guidance

Crowd simulation is a central topic in several fields including graphics. To achieve high-fidelity simulations, data has been increasingly relied upon for analysis and simulation guidance. However, the information in real-world data is often noisy, mixed and unstructured, making it difficult for effective analysis, therefore has not been fully utilized. With the fast-growing volume of crowd data, such a bottleneck needs to be addressed. In this paper, we propose a new framework which comprehensively tackles this problem. It centers at an unsupervised method for analysis. The method takes as input raw and noisy data with highly mixed multi-dimensional (space, time and dynamics) information, and automatically structure it by learning the correlations among these dimensions. The dimensions together with their correlations fully describe the scene semantics which consists of recurring activity patterns in a scene, manifested as space flows with temporal and dynamics profiles. The effectiveness and robustness of the analysis have been tested on datasets with great variations in volume, duration, environment and crowd dynamics. Based on the analysis, new methods for data visualization, simulation evaluation and simulation guidance are also proposed. Together, our framework establishes a highly automated pipeline from raw data to crowd analysis, comparison and simulation guidance. Extensive experiments and evaluations have been conducted to show the flexibility, versatility and intuitiveness of our framework.

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Graphics

Inspection of histological 3D reconstructions in virtual reality

3D reconstruction is a challenging current topic in medical research. We perform 3D reconstructions from serial sections stained by immunohistological methods. This paper presents an immersive visualisation solution to quality control (QC), inspect, and analyse such reconstructions. QC is essential to establish correct digital processing methodologies. Visual analytics, such as annotation placement, mesh painting, and classification utility, facilitates medical research insights. We propose a visualisation in virtual reality (VR) for these purposes. In this manner, we advance the microanatomical research of human bone marrow and spleen. Both 3D reconstructions and original data are available in VR. Data inspection is streamlined by subtle implementation details and general immersion in VR.

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Graphics

Instanced model simplification using combined geometric and appearance-related metric

Evolution of 3D graphics and graphical worlds has brought issues like content optimization, real-time processing, rendering, and shared storage limitation under consideration. Generally, different simplification approaches are used to make 3D meshes viable for rendering. However, many of these approaches ignore vertex attributes for instanced 3D meshes. In this paper, we implement and evaluate a simple and improved version to simplify instanced 3D textured models. The approach uses different vertex attributes in addition to geometry to simplify mesh instances. The resulting simplified models demonstrate efficient time-space requirements and better visual quality.

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Graphics

Integrating Deep Learning into CAD/CAE System: Generative Design and Evaluation of 3D Conceptual Wheel

Engineering design research integrating artificial intelligence (AI) into computer-aided design (CAD) and computer-aided engineering (CAE) is actively being conducted. This study proposes a deep learning-based CAD/CAE framework in the conceptual design phase that automatically generates 3D CAD designs and evaluates their engineering performance. The proposed framework comprises seven stages: (1) 2D generative design, (2) dimensionality reduction, (3) design of experiment in latent space, (4) CAD automation, (5) CAE automation, (6) transfer learning, and (7) visualization and analysis. The proposed framework is demonstrated through a road wheel design case study and indicates that AI can be practically incorporated into an end-use product design project. Engineers and industrial designers can jointly review a large number of generated 3D CAD models by using this framework along with the engineering performance results estimated by AI and find conceptual design candidates for the subsequent detailed design stage.

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Graphics

Interactive 3D fluid simulation: steering the simulation in progress using Lattice Boltzmann Method

This paper describes a work in progress about software and hardware architecture to steer and control an ongoing fluid simulation in a context of a serious game application. We propose to use the Lattice Boltzmann Method as the simulation approach considering that it can provide fully parallel algorithms to reach interactive time and because it is easier to change parameters while the simulation is in progress remaining physically relevant than more classical simulation approaches. We describe which parameters we can modify and how we solve technical issues of interactive steering and we finally show an application of our interactive fluid simulation approach of water dam phenomena.

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Graphics

Interactive Focus+Context Rendering for Hexahedral Mesh Inspection

The visual inspection of a hexahedral mesh with respect to element quality is difficult due to clutter and occlusions that are produced when rendering all element faces or their edges simultaneously. Current approaches overcome this problem by using focus on specific elements that are then rendered opaque, and carving away all elements occluding their view. In this work, we make use of advanced GPU shader functionality to generate a focus+context rendering that highlights the elements in a selected region and simultaneously conveys the global mesh structure in the surrounding. To achieve this, we propose a gradual transition from edge-based focus rendering to volumetric context rendering, by combining fragment shader-based edge and face rendering with per-pixel fragment lists. A fragment shader smoothly transitions between wireframe and face-based rendering, including focus-dependent rendering style and depth-dependent edge thickness and halos, and per-pixel fragment lists are used to blend fragments in correct visibility order. To maintain the global mesh structure in the context regions, we propose a new method to construct a sheet-based level-of-detail hierarchy and smoothly blend it with volumetric information. The user guides the exploration process by moving a lens-like hotspot. Since all operations are performed on the GPU, interactive frame rates are achieved even for large meshes.

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Graphics

Interactive Optimization of Generative Image Modeling using Sequential Subspace Search and Content-based Guidance

Generative image modeling techniques such as GAN demonstrate highly convincing image generation result. However, user interaction is often necessary to obtain the desired results. Existing attempts add interactivity but require either tailored architectures or extra data. We present a human-in-the-optimization method that allows users to directly explore and search the latent vector space of generative image modeling. Our system provides multiple candidates by sampling the latent vector space, and the user selects the best blending weights within the subspace using multiple sliders. In addition, the user can express their intention through image editing tools. The system samples latent vectors based on inputs and presents new candidates to the user iteratively. An advantage of our formulation is that one can apply our method to arbitrary pre-trained model without developing specialized architecture or data. We demonstrate our method with various generative image modeling applications, and show superior performance in a comparative user study with prior art iGAN.

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Graphics

Interactive Video Stylization Using Few-Shot Patch-Based Training

In this paper, we present a learning-based method to the keyframe-based video stylization that allows an artist to propagate the style from a few selected keyframes to the rest of the sequence. Its key advantage is that the resulting stylization is semantically meaningful, i.e., specific parts of moving objects are stylized according to the artist's intention. In contrast to previous style transfer techniques, our approach does not require any lengthy pre-training process nor a large training dataset. We demonstrate how to train an appearance translation network from scratch using only a few stylized exemplars while implicitly preserving temporal consistency. This leads to a video stylization framework that supports real-time inference, parallel processing, and random access to an arbitrary output frame. It can also merge the content from multiple keyframes without the need to perform an explicit blending operation. We demonstrate its practical utility in various interactive scenarios, where the user paints over a selected keyframe and sees her style transferred to an existing recorded sequence or a live video stream.

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Graphics

Interactive Visualization of Terascale Data in the Browser: Fact or Fiction?

Information visualization applications have become ubiquitous, in no small part thanks to the ease of wide distribution and deployment to users enabled by the web browser. Scientific visualization applications, relying on native code libraries and parallel processing, have been less suited to such widespread distribution, as browsers do not provide the required libraries or compute capabilities. In this paper, we revisit this gap in visualization technologies and explore how new web technologies, WebAssembly and WebGPU, can be used to deploy powerful visualization solutions for large-scale scientific data in the browser. In particular, we evaluate the programming effort required to bring scientific visualization applications to the browser through these technologies and assess their competitiveness against classic native solutions. As a main example, we present a new GPU-driven isosurface extraction method for block-compressed data sets, that is suitable for interactive isosurface computation on large volumes in resource-constrained environments, such as the browser. We conclude that web browsers are on the verge of becoming a competitive platform for even the most demanding scientific visualization tasks, such as interactive visualization of isosurfaces from a 1TB DNS simulation. We call on researchers and developers to consider investing in a community software stack to ease use of these upcoming browser features to bring accessible scientific visualization to the browser.

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