Featured Researches

Graphics

Automatic normal orientation in point clouds of building interiors

Orienting surface normals correctly and consistently is a fundamental problem in geometry processing. Applications such as visualization, feature detection, and geometry reconstruction often rely on the availability of correctly oriented normals. Many existing approaches for automatic orientation of normals on meshes or point clouds make severe assumptions on the input data or the topology of the underlying object which are not applicable to real-world measurements of urban scenes. In contrast, our approach is specifically tailored to the challenging case of unstructured indoor point cloud scans of multi-story, multi-room buildings. We evaluate the correctness and speed of our approach on multiple real-world point cloud datasets.

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Graphics

Automatic reconstruction of fully volumetric 3D building models from point clouds

We present a novel method for reconstructing parametric, volumetric, multi-story building models from unstructured, unfiltered indoor point clouds by means of solving an integer linear optimization problem. Our approach overcomes limitations of previous methods in several ways: First, we drop assumptions about the input data such as the availability of separate scans as an initial room segmentation. Instead, a fully automatic room segmentation and outlier removal is performed on the unstructured point clouds. Second, restricting the solution space of our optimization approach to arrangements of volumetric wall entities representing the structure of a building enforces a consistent model of volumetric, interconnected walls fitted to the observed data instead of unconnected, paper-thin surfaces. Third, we formulate the optimization as an integer linear programming problem which allows for an exact solution instead of the approximations achieved with most previous techniques. Lastly, our optimization approach is designed to incorporate hard constraints which were difficult or even impossible to integrate before. We evaluate and demonstrate the capabilities of our proposed approach on a variety of complex real-world point clouds.

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Graphics

Azimuthal Anamorphic Ray-map for Immersive Renders in Perspective

Wide choice of cinematic lenses enables motion-picture creators to adapt image visual-appearance to their creative vision. Such choice does not exist in realm of real-time computer graphics, where only one type of perspective projection is widely used. This work provides perspective imaging model that in an artistically convincing manner resembles anamorphic photography lens variety. It presents anamorphic azimuthal projection map with natural vignetting and realistic chromatic aberration. Mathematical model for this projection has been chosen such that its parameters reflect psycho-physiological aspects of visual perception. That enables use in artistic and professional environments, where specific aspects of the photographed space are to be presented.

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Graphics

Bas-relief Generation from Point Clouds Based on Normal Space Compression with Real-time Adjustment on CPU

Bas-relief generation based on 3d models is a hot topic in computer graphics. State-of-the-art algorithms take a mesh surface as input, but real-time interaction via CPU cannot be realized. In this paper, a bas-relief generation algorithm that takes a scattered point cloud as input is proposed. The algorithm takes normal vectors as the operation object and the variation of the local surface as the compression criterion. By constructing and solving linear equations of bas-relief vertices, the closed-form solution can be obtained. Since there is no need to compute discrete gradients on a point cloud lacking topology information, it is easier to implement and more intuitive than gradient domain methods. The algorithm provides parameters to adjust the bas-relief height, saturation and detail richness. At the same time, through the solution strategy based on the subspace, it realizes the real-time adjustment of the bas-relief effect based on the computing power of a consumer CPU. In addition, an iterative solution to generate a bas-relief model of a specified height is presented to meet specific application requirements. Experiments show that our algorithm provides a unified solution for various types of bas-relief creation and can generate bas-reliefs with good saturation and rich details.

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Graphics

Benchmark of Polygon Quality Metrics for Polytopal Element Methods

Polytopal Element Methods (PEM) allow to solve differential equations on general polygonal and polyhedral grids, potentially offering great flexibility to mesh generation algorithms. Differently from classical finite element methods, where the relation between the geometric properties of the mesh and the performances of the solver are well known, the characterization of a good polytopal element is still subject to ongoing research. Current shape regularity criteria are quite restrictive, and greatly limit the set of valid meshes. Nevertheless, numerical experiments revealed that PEM solvers can perform well on meshes that are far outside the strict boundaries imposed by the current theory, suggesting that the real capabilities of these methods are much higher. In this work, we propose a benchmark to study the correlation between general 2D polygonal meshes and PEM solvers. The benchmark aims to explore the space of 2D polygonal meshes and polygonal quality metrics, in order to identify weaker shape-regularity criteria under which the considered methods can reliably work. The proposed tool is quite general, and can be potentially used to study any PEM solver. Besides discussing the basics of the benchmark, in the second part of the paper we demonstrate its application on a representative member of the PEM family, namely the Virtual Element Method, also discussing our findings.

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Graphics

Blind Recovery of Spatially Varying Reflectance from a Single Image

We propose a new technique for estimating spatially varying parametric materials from a single image of an object with unknown shape in unknown illumination. Our method uses a low-order parametric reflectance model, and incorporates strong assumptions about lighting and shape. We develop new priors about how materials mix over space, and jointly infer all of these properties from a single image. This produces a decomposition of an image which corresponds, in one sense, to microscopic features (material reflectance) and macroscopic features (weights defining the mixing properties of materials over space). We have built a large dataset of real objects rendered with different material models under different illumination fields for training and ground truth evaluation. Extensive experiments on both our synthetic dataset images as well as real images show that (a) our method recovers parameters with reasonable accuracy; (b) material parameters recovered by our method give accurate predictions of new renderings of the object; and (c) our low-order reflectance model still provides a good fit to many real-world reflectances.

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Graphics

Blue Noise Plots

We propose Blue Noise Plots, two-dimensional dot plots that depict data points of univariate data sets. While often one-dimensional strip plots are used to depict such data, one of their main problems is visual clutter which results from overlap. To reduce this overlap, jitter plots were introduced, whereby an additional, non-encoding plot dimension is introduced, along which the data point representing dots are randomly perturbed. Unfortunately, this randomness can suggest non-existent clusters, and often leads to visually unappealing plots, in which overlap might still occur. To overcome these shortcomings, we introduce BlueNoise Plots where random jitter along the non-encoding plot dimension is replaced by optimizing all dots to keep a minimum distance in 2D i. e., Blue Noise. We evaluate the effectiveness as well as the aesthetics of Blue Noise Plots through both, a quantitative and a qualitative user study. The Python implementation of Blue Noise Plots is available here.

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Graphics

Blue-Noise Dithered QMC Hierarchical Russian Roulette

In order to efficiently sample specular-diffuse-glossy and glossy-diffuse-glossy transport phenomena, Tokuyoshi and Harada introduced hierarchical Russian roulette, a smart algorithm that allows to compute the minimum of the random numbers associated to leaves of a tree at each internal node. The algorithm is used to efficiently cull the connections between the product set of eye and light vertices belonging to large caches of eye and light subpaths produced through bidirectional path tracing. The original version of the algorithm is entirely based on the generation of semi-stratified pseudo-random numbers. Our paper proposes a novel variant based on deterministic blue-noise dithered Quasi Monte Carlo samples.

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Graphics

BrainPainter: A software for the visualisation of brain structures, biomarkers and associated pathological processes

We present BrainPainter, a software that automatically generates images of highlighted brain structures given a list of numbers corresponding to the output colours of each region. Compared to existing visualisation software (i.e. Freesurfer, SPM, 3D Slicer), BrainPainter has three key advantages: (1) it does not require the input data to be in a specialised format, allowing BrainPainter to be used in combination with any neuroimaging analysis tools, (2) it can visualise both cortical and subcortical structures and (3) it can be used to generate movies showing dynamic processes, e.g. propagation of pathology on the brain. We highlight three use cases where BrainPainter was used in existing neuroimaging studies: (1) visualisation of the degree of atrophy through interpolation along a user-defined gradient of colours, (2) visualisation of the progression of pathology in Alzheimer's disease as well as (3) visualisation of pathology in subcortical regions in Huntington's disease. Moreover, through the design of BrainPainter we demonstrate the possibility of using a powerful 3D computer graphics engine such as Blender to generate brain visualisations for the neuroscience community. Blender's capabilities, e.g. particle simulations, motion graphics, UV unwrapping, raster graphics editing, raytracing and illumination effects, open a wealth of possibilities for brain visualisation not available in current neuroimaging software. BrainPainter is customisable, easy to use, and can run straight from the web browser: this https URL , as well as from source-code packaged in a docker container: this https URL . It can be used to visualise biomarker data from any brain imaging modality, or simply to highlight a particular brain structure for e.g. anatomy courses.

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Graphics

Camouflage Design of Analysis Based on HSV Color Statistics and K-means Clustering

Since ancient times, it has been essential to adopting camouflage on the battlefield, whether it is in the forefront, in-depth or the rear. The traditional evaluation method is made up of people opinion. By watching target or looking at the pictures, and determine the effect of camouflage, so it can be more influenced by man's subjective factors. And now, in order to objectively reflect the camouflage effect, we set up a model through using images similarity to evaluate camouflage effect. Image similarity comparison is divided into two main image feature comparison: image color features and texture features of images. We now using computer design camouflage, camouflage pattern design is divided into two aspects of design color and design plaques. For the design of the color, we based on HSV color model, and as for the design of plague, the key steps are the background color edge extraction, we adopt algorithm based on k-means clustering analysis of the method of background color edge extraction.

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