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IEEE Transactions on Visualization and Computer Graphics

Tim Dwyer, Niklas Elmqvist, Brian Fisher, Steve Franconeri, Ingrid Hotz, Robert M Mike Kirby, Shixia Liu, Tobias Schreck, Xiaoru Yuan
No abstract text is available yet for this article.
January 2018: IEEE Transactions on Visualization and Computer Graphics
Leila De Floriani
No abstract text is available yet for this article.
January 2018: IEEE Transactions on Visualization and Computer Graphics
Qiang Fu, Xiaowu Chen, Xiaoyu Su, Hongbo Fu
We introduce a shape synthesis approach especially for functional hybrid creation that can be potentially used by a human operator under a certain pose. Shape synthesis by reusing parts in existing models has been an active research topic in recent years. However, how to combine models across different categories to design multi-function objects remains challenging, since there is no natural correspondence between models across different categories. We tackle this problem by introducing a human pose to describe object affordance which establishes a bridge between cross-class objects for composite design...
December 2017: IEEE Transactions on Visualization and Computer Graphics
Kaimo Hu, Dong-Ming Yan, David Bommes, Pierre Alliez, Bedrich Benes
Surface remeshing is a key component in many geometry processing applications. The typical goal consists in finding a mesh that is (1) geometrically faithful to the original geometry, (2) as coarse as possible to obtain a low-complexity representation and (3) free of bad elements that would hamper the desired application (e.g., the minimum interior angle is above an application-dependent threshold). Our algorithm is designed to address all three optimization goals simultaneously by targeting prescribed bounds on approximation error , minimal interior angle and maximum mesh complexity (number of vertices)...
December 2017: IEEE Transactions on Visualization and Computer Graphics
Yutong Wang, Xiaowei Xue, Xiaogang Jin, Zhigang Deng
We present a new method to efficiently generate a set of morphologically diverse and inspiring virtual trees through hierarchical topology-preserving blending, aiming to facilitate designers' creativity production. By maintaining the topological consistency of the tree branches, sequences of similar yet different trees and novel intermediate trees with encouragingly interesting structures are generated by performing inner-species and cross-species blending, respectively. Hierarchical fuzzy correspondences are automatically established between two or multiple trees based on the multi-scale topology tree representations...
December 2017: IEEE Transactions on Visualization and Computer Graphics
Abdalla G M Ahmed, Jianwei Guo, Dong-Ming Yan, Jean-Yves Franceschia, Xiaopeng Zhang, Oliver Deussen
We describe a simple push-pull optimization (PPO) algorithm for blue-noise sampling by enforcing spatial constraints on given point sets. Constraints can be a minimum distance between samples, a maximum distance between an arbitrary point and the nearest sample, and a maximum deviation of a sample's capacity (area of Voronoi cell) from the mean capacity. All of these constraints are based on the topology emerging from Delaunay triangulation, and they can be combined for improved sampling quality and efficiency...
December 2017: IEEE Transactions on Visualization and Computer Graphics
Tyson Neuroth, Franz Sauer, Weixing Wang, Stephane Ethier, Choong-Seock Chang, Kwan-Liu Ma
Visualizing distributions from data samples as well as spatial and temporal trends of multiple variables is fundamental to analyzing the output of today's scientific simulations. However, traditional visualization techniques are often subject to a trade-off between visual clutter and loss of detail, especially in a large-scale setting. In this work, we extend the use of spatially organized histograms into a sophisticated visualization system that can more effectively study trends between multiple variables throughout a spatial domain...
December 2017: IEEE Transactions on Visualization and Computer Graphics
Quan Wen, Feng Xu, Jun-Hai Yong
This paper proposes a real-time method for 3D eye performance reconstruction using a single RGBD sensor. Combined with facial surface tracking, our method generates more pleasing facial performance with vivid eye motions. In our method, a novel scheme is proposed to estimate eyeball motions by minimizing the differences between a rendered eyeball and the recorded image. Our method considers and handles different appearances of human irises, lighting variations and highlights on images via the proposed eyeball model and the -based optimization...
December 2017: IEEE Transactions on Visualization and Computer Graphics
Andreas Peer, Matthias Teschner
Working with prescribed velocity gradients is a promising approach to efficiently and robustly simulate highly viscous SPH fluids. Such approaches allow to explicitly and independently process shear rate, spin, and expansion rate. This can be used to, e.g., avoid interferences between pressure and viscosity solvers. Another interesting aspect is the possibility to explicitly process the vorticity, e.g., to preserve the vorticity. In this context, this paper proposes a novel variant of the prescribed-gradient idea that handles vorticity in a physically motivated way...
December 2017: IEEE Transactions on Visualization and Computer Graphics
Elham Sakhaee, Alireza Entezari
With uncertainty present in almost all modalities of data acquisition, reduction, transformation, and representation, there is a growing demand for mathematical analysis of uncertainty propagation in data processing pipelines. In this paper, we present a statistical framework for quantification of uncertainty and its propagation in the main stages of the visualization pipeline. We propose a novel generalization of Irwin-Hall distributions from the statistical viewpoint of splines and box-splines, that enables interpolation of random variables...
December 2017: IEEE Transactions on Visualization and Computer Graphics
Bongjin Koo, Jean Hergel, Sylvain Lefebvre, Niloy J Mitra
In traditional design, shapes are first conceived, and then fabricated. While this decoupling simplifies the design process, it can result in unwanted material wastage, especially where off-cut pieces are hard to reuse. In absence of explicit feedback on material usage, the designer remains helpless to effectively adapt the design - even when design variabilities exist. We investigate waste minimizing furniture design wherein based on the current design, the user is presented with design variations that result in less wastage of materials...
December 2017: IEEE Transactions on Visualization and Computer Graphics
Juan Gerardo Alcazar, Ron Goldman
Given an implicit polynomial equation or a rational parametrization, we develop algorithms to determine whether the set of real and complex points defined by the equation, i.e., the surface defined by the equation, in the sense of Algebraic Geometry, is a cylindrical surface, a conical surface, or a surface of revolution. The algorithms are directly applicable to, and formulated in terms of, the implicit equation or the rational parametrization. When the surface is cylindrical, we show how to compute the direction of its rulings; when the surface is conical, we show how to compute its vertex; and when the surface is a surface of revolution, we show how to compute its axis of rotation directly from the defining equations...
December 2017: IEEE Transactions on Visualization and Computer Graphics
Yiqi Cai, Xiaohu Guo, Yang Liu, Wenping Wang, Weihua Mao, Zichun Zhong
In this paper, we present a novel method on surface partition from the perspective of approximation theory. Different from previous shape proxies, the ellipsoidal variance proxy is proposed to penalize the partition results falling into disconnected parts. On its support, the Principle Component Analysis (PCA) based energy is developed for asymptotic cluster aspect ratio and size control. We provide the theoretical explanation on how the minimization of the PCA-based energy leads to the optimal asymptotic behavior for approximation...
December 2017: IEEE Transactions on Visualization and Computer Graphics
Yu-Chi Lai, Bo-An Chen, Kuo-Wei Chen, Wei-Lin Si, Chih-Yuan Yao, Eugene Zhang
Introducing motion into existing static paintings is becoming a field that is gaining momentum. This effort facilitates keeping artworks current and translating them to different forms for diverse audiences. Chinese ink paintings and Japanese Sumies are well recognized in Western cultures, yet not easily practiced due to the years of training required. We are motivated to develop an interactive system for artists, non-artists, Asians, and non-Asians to enjoy the unique style of Chinese paintings. In this paper, our focus is on replacing static water flow scenes with animations...
December 2017: IEEE Transactions on Visualization and Computer Graphics
Leila De Floriani, Dieter Schmalstieg
Welcome the November 2017 issue of the IEEE Transactions on Visualization and Computer Graphics (TVCG). This issue contains selected papers accepted at the IEEE International Symposium on Mixed and Augmented Reality (ISMAR), held this year in Nantes, France, from September 9 to September 13, 2017.
November 2017: IEEE Transactions on Visualization and Computer Graphics
Yingcai Wu, Zhutian Chen, Guodao Sun, Xiao Xie, Nan Cao, Shixia Liu, Weiwei Cui
Analyzing social streams is important for many applications, such as crisis management. However, the considerable diversity, increasing volume, and high dynamics of social streams of large events continue to be significant challenges that must be overcome to ensure effective exploration. We propose a novel framework by which to handle complex social streams on a budget PC. This framework features two components: 1) an online method to detect important time periods (i.e., subevents), and 2) a tailored GPU-assisted Self-Organizing Map (SOM) method, which clusters the tweets of subevents stably and efficiently...
October 18, 2017: IEEE Transactions on Visualization and Computer Graphics
Misha Sra, Sergio Garrido-Jurado, Pattie Maes
We present Oasis, a novel system for automatically generating immersive and interactive virtual reality environments for single and multiuser experiences. Oasis enables real-walking in the generated virtual environment by capturing indoor scenes in 3D and mapping walkable areas. It makes use of available depth information for recognizing objects in the real environment which are paired with virtual counterparts to leverage the physicality of the real world, for a more immersive virtual experience. Oasis allows co-located and remotely located users to interact seamlessly and walk naturally in a shared virtual environment...
October 13, 2017: IEEE Transactions on Visualization and Computer Graphics
Michael Becher, Michael Krone, Guido Reina, Thomas Ertl
Two-dimensional height fields are the most common data structure used for storing and rendering of terrain in offline rendering and especially real-time computer graphics. By its very nature, a height field cannot store terrain structures with multiple vertical layers such as overhanging cliffs, caves, or arches. This restriction does not apply to volumetric data structures. However, the workflow of manual modelling and editing of volumetric terrain usually is tedious and very time-consuming. Therefore, we propose to use three-dimensional curve-based primitives to efficiently model prominent, large-scale terrain features...
October 12, 2017: IEEE Transactions on Visualization and Computer Graphics
Yi Xiao, Tze-Yui Ho, Chi-Sing Leung
The original Summed Area Table (SAT) structure is designed for handling 2D rectangular data. Due to the nature of spherical functions, the SAT structure cannot handle cube maps directly. This paper proposes a new SAT structure for cube maps and develops the corresponding lookup algorithm. Our formulation starts by considering a cube map as part of an auxiliary 3D function defined in a 3D rectangular space. We interpret the 2D integration process over the cube map surface as a 3D integration over the auxiliary 3D function...
October 11, 2017: IEEE Transactions on Visualization and Computer Graphics
Haikun Huang, Ni-Ching Lin, Lorenzo Barrett, Darian Springer, Hsueh-Cheng Wang, Marc Pomplun, Lap-Fai Yu
Wayfinding signs play an important role in guiding users to navigate in a virtual environment and in helping pedestrians to find their ways in a real-world architectural site. Conventionally, the wayfinding design of a virtual environment is created manually, so as the wayfinding design of a real-world architectural site. The many possible navigation scenarios, and the interplay between signs and human navigation, can make the manual design process overwhelming and non-trivial. As a result, creating a wayfinding design for a typical layout can take months to several years...
October 10, 2017: IEEE Transactions on Visualization and Computer Graphics
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