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IEEE Transactions on Visualization and Computer Graphics

Bongjin Koo, Jean Hergel, Sylvain Lefebvre, Niloy 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 1, 2016: IEEE Transactions on Visualization and Computer Graphics
Kaimo Hu, Dong-Ming Yan, David Bommes, Pierre Alliez, Bedrich Benes
The typical goal of surface remeshing 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. In this paper, we design an algorithm to address all three optimization goals simultaneously. The user specifies desired bounds on approximation error , minimal interior angle and maximum mesh complexity N (number of vertices). Since such a desired mesh might not even exist, our optimization framework treats only the approximation error bound as a hard constraint and the other two criteria as optimization goals...
November 24, 2016: IEEE Transactions on Visualization and Computer Graphics
Yuwang Wang, Yebin Liu, Wolfgang Heidrich, Qionghai Dai
We propose a concept for a lens attachment that turns a standard DSLR camera and lens into a light field camera. The attachment consists of 8 low-resolution, low-quality side cameras arranged around the central high-quality SLR lens. Unlike most existing light field camera architectures, this design provides a high-quality 2D image mode, while simultaneously enabling a new high-quality light field mode with a large camera baseline but little added weight, cost, or bulk compared with the base DSLR camera. From an algorithmic point of view, the high-quality light field mode is made possible by a new light field super-resolution method that first improves the spatial resolution and image quality of the side cameras and then interpolates additional views as needed...
November 15, 2016: IEEE Transactions on Visualization and Computer Graphics
Daniel Holden, Jun Saito, Taku Komura
We present a framework to design inverse rig-functions - functions that map low level representations of a character's pose such as joint positions or surface geometry to the representation used by animators called the animation rig. Animators design scenes using an animation rig, a framework widely adopted in animation production which allows animators to design character poses and geometry via intuitive parameters and interfaces. Yet most state-of-the-art computer animation techniques control characters through raw, low level representations such as joint angles, joint positions, or vertex coordinates...
November 11, 2016: 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...
November 7, 2016: 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...
November 1, 2016: 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...
October 31, 2016: IEEE Transactions on Visualization and Computer Graphics
Eric Bruneton
We provide a qualitative and quantitative evaluation of 8 clear sky models used in Computer Graphics. We compare the models with each other as well as with measurements and with a reference model from the physics community. After a short summary of the physics of the problem, we present the measurements and the reference model, and how we "invert" it to get the model parameters. We then give an overview of each CG model, and detail its scope, its algorithmic complexity, and its results using the same parameters as in the reference model...
October 27, 2016: IEEE Transactions on Visualization and Computer Graphics
Xiao Pan, Yuanfeng Zhou, Feng Li, Caiming Zhang
Serving as a key step for applications of image processing, superpixel generation has been attracting increasing attention. RGB-D images are used pervasively in scenes reconstruction and representation, benefiting from their contained depth data. In this paper, we present a novel framework for generating superpixels focus on RGB-D images of indoor scenes, based on a weighted geodesic driven metric that combines both color and geometric information. In particular, taking into account the unique structures of indoor scenarios, we first denoise the given RGB-D image, and construct the corresponding triangular mesh...
October 26, 2016: IEEE Transactions on Visualization and Computer Graphics
Yijing Li, Hongyi Xu, Jernej Barbic
We present a system to combine arbitrary triangle mesh animations with physically based Finite Element Method (FEM) simulation, enabling control over the combination both in space and time. The input is a triangle mesh animation obtained using any method, such as keyframed animation, character rigging, 3D scanning, or geometric shape modeling. The input may be non-physical, crude or even incomplete. The user provides weights, specified using a minimal user interface, for how much physically based simulation should be allowed to modify the animation in any region of the model, and in time...
October 24, 2016: IEEE Transactions on Visualization and Computer Graphics
Yongwei Nie, Zhensong Zhang, Hanqiu Sun, Tan Su, Guiqing Li
Wide-baseline street image interpolation is useful but very challenging. Existing approaches either rely on heavyweight 3D reconstruction or computationally intensive deep networks. We present a lightweight and efficient method which uses simple homography computing and refining operators to estimate piecewise smooth homographies between input views. To achieve the goal, we show how to combine homography fitting and homography propagation together based on reliable and unreliable superpixel discrimination. Such a combination, other than using homography fitting only, dramatically increases the accuracy and robustness of the estimated homographies...
October 19, 2016: IEEE Transactions on Visualization and Computer Graphics
Xiang Chen, Changxi Zheng, Kun Zhou
Stress analysis is a crucial tool for designing structurally sound shapes. However, the expensive computational cost has hampered its use in interactive shape editing tasks. We augment the existing example-based shape editing tools, and propose a fast subspace stress analysis method to enable stress-aware shape editing. In particular, we construct a reduced stress basis from a small set of shape exemplars and possible external forces. This stress basis is automatically adapted to the current user edited shape on the fly, and thereby offers reliable stress estimation...
October 19, 2016: IEEE Transactions on Visualization and Computer Graphics
Pascal Goffin, Jeremy Boy, Wesley Willett, Petra Isenberg
We contribute an investigation of the design and function of word-scale graphics and visualizations embedded in text documents. Word-scale graphics include both data-driven representations such as word-scale visualizations and sparklines, and non-data-driven visual marks. Their design, function, and use has so far received little research attention. We present the results of an open ended exploratory study with 9 graphic designers. The study resulted in a rich collection of different types of graphics, data provenance, and relationships between text, graphics, and data...
October 19, 2016: IEEE Transactions on Visualization and Computer Graphics
Norihiko Kawai, Tomokazu Sato, Yuta Nakashima, Naokazu Yokoya
Augmented reality (AR) marker hiding is a technique to visually remove AR markers in a real-time video stream. A conventional approach transforms a background image with a homography matrix calculated on the basis of a camera pose and overlays the transformed image on an AR marker region in a real-time frame, assuming that the AR marker is on a planar surface. However, this approach may cause discontinuities in textures around the boundary between the marker and its surrounding area when the planar surface assumption is not satisfied...
October 19, 2016: IEEE Transactions on Visualization and Computer Graphics
Jie Guo, Jinghui Qian, Yanwen Guo, Jingui Pan
Realistic Rendering of thin transparent layers bounded by rough surfaces involves substantial expense of computation time to account for multiple internal reflections. Resorting to Monte Carlo rendering for such material is usually impractical since recursive importance sampling is inevitable. To reduce the burden of sampling for simulating subsurface scattering and hence improve rendering performance, we adapt the microfacet model to the material with a single thin layer by introducing the extended normal distribution function (ENDF), a new representation of this model, to express visually perceived roughness due to multiple bounces of reflections and refractions...
October 13, 2016: IEEE Transactions on Visualization and Computer Graphics
Gennady Andrienko, Natalia Andrienko, Georg Fuchs, Jo Wood
Origin-destination (OD) movement data describe moves or trips between spatial locations by specifying the origins, destinations, start, and end times, but not the routes travelled. For studying the spatio-temporal patterns and trends of mass mobility, individual OD moves of many people are aggregated into flows (collective moves) by time intervals. Time-variant flow data pose two difficult challenges for visualization and analysis. First, flows may connect arbitrary locations (not only neighbors), thus making a graph with numerous edge intersections, which is hard to visualize in a comprehensible way...
October 11, 2016: IEEE Transactions on Visualization and Computer Graphics
Petra Isenberg, Florian Heimerl, Steffen Koch, Tobias Isenberg, Panpan Xu, Charles Stolper, Michael Sedlmair, Jian Chen, Torsten Moller, John T Stasko
We have created and made available to all a dataset with information about every paper that has appeared at the IEEE Visualization (VIS) set of conferences: InfoVis, SciVis, VAST, and Vis. The information about each paper includes its title, abstract, authors, and citations to other papers in the conference series, among many other attributes. This article describes the motivation for creating the dataset, as well as our process of coalescing and cleaning the data, and a set of three visualizations we created to facilitate exploration of the data...
October 5, 2016: IEEE Transactions on Visualization and Computer Graphics
Matthew Brehmer, Bongshin Lee, Benjamin Bach, Nathalie Henry Riche, Tamara Munzner
There are many ways to visualize event sequences as timelines. In a storytelling context where the intent is to convey multiple narrative points, a richer set of timeline designs may be more appropriate than the narrow range that has been used for exploratory data analysis by the research community. Informed by a survey of 263 timelines, we present a design space for storytelling with timelines that balances expressiveness and effectiveness, identifying 14 design choices characterized by three dimensions: representation, scale, and layout...
October 3, 2016: IEEE Transactions on Visualization and Computer Graphics
Paolo Federico, Florian Heimerl, Steffen Koch, Silvia Miksch
The increasingly large number of available writings describing technical and scientific progress, calls for advanced analytic tools for their efficient analysis. This is true for many application scenarios in science and industry and for different types of writings, comprising patents and scientific articles. Despite important differences between patents and scientific articles, both have a variety of common characteristics that lead to similar search and analysis tasks. However, the analysis and visualization of these documents is not a trivial task due to the complexity of the documents as well as the large number of possible relations between their multivariate attributes...
September 16, 2016: IEEE Transactions on Visualization and Computer Graphics
Jong-Hyun Kim, Jung Lee, Sungdeok Cha, Chang-Hun Kim
We propose an efficient framework to realistically simulate foam effects in which 3D water particles from a base water solver are first projected onto 2D screen space in order to reduce computational complexity of finding foam particles. Because foam effects are often created primarily in fast and complicated water flows, we analyze acceleration and curvature values to identify the areas exhibiting such flow patterns. Identified foam particles are emitted in 3D simulation space, and each foam particle is advected by its classified type based on its velocity, thereby capturing the essential characteristics of foam wave motions (e...
September 14, 2016: IEEE Transactions on Visualization and Computer Graphics
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