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IEEE Transactions on Visualization and Computer Graphics

Chris Wyman, Morgan McGuire
We further describe and analyze the idea of hashed alpha testing from Wyman and McGuire [1], which builds on stochastic alpha testing and simplifies stochastic transparency. Typically, alpha testing provides a simple mechanism to mask out complex silhouettes using simple proxy geometry with applied alpha textures. While widely used, alpha testing has a long-standing problem: geometry can disappear entirely as alpha mapped polygons recede with distance. As foveated rendering for virtual reality spreads, this problem worsens as peripheral minification and prefiltering introduce this problem on nearby objects...
August 14, 2017: IEEE Transactions on Visualization and Computer Graphics
Abhimitra Meka, Gereon Fox, Michael Zollhofer, Christian Richardt, Christian Theobalt
We present a novel real-time approach for user-guided intrinsic decomposition of static scenes captured by an RGB-D sensor. In the first step, we acquire a three-dimensional representation of the scene using a dense volumetric reconstruction framework. The obtained reconstruction serves as a proxy to densely fuse reflectance estimates and to store user-provided constraints in three-dimensional space. User constraints, in the form of constant shading and reflectance strokes, can be placed directly on the real-world geometry using an intuitive touch-based interaction metaphor, or using interactive mouse strokes...
August 11, 2017: IEEE Transactions on Visualization and Computer Graphics
Punam K Saha, Dakai Jin, Yinxiao Liu, Gary E Christensen, Cheng Chen
Skeletonization offers a compact representation of an object while preserving important topological and geometrical features. Literature on skeletonization of binary objects is quite mature. However, challenges involved with skeletonization of fuzzy objects are mostly unanswered. This paper presents a new theory and algorithm of skeletonization for fuzzy objects, evaluates its performance, and demonstrates its applications. A formulation of fuzzy grassfire propagation is introduced; its relationships with fuzzy distance functions, level sets, and geodesics are discussed; and new results are presented...
August 10, 2017: IEEE Transactions on Visualization and Computer Graphics
James Baumeister, Seung Youb Ssin, Neven A M ElSayed, Jillian Dorrian, David P Webb, James A Walsh, Timothy M Simon, Andrew Irlitti, Ross T Smith, Mark Kohler, Bruce H Thomas
This paper presents the results of two cognitive load studies comparing three augmented reality display technologies: spatial augmented reality, the optical see-through Microsoft HoloLens, and the video see-through Samsung Gear VR. In particular, the two experiments focused on isolating the cognitive load cost of receiving instructions for a button-pressing procedural task. The studies employed a self-assessment cognitive load methodology, as well as an additional dual-task cognitive load methodology. The results showed that spatial augmented reality led to increased performance and reduced cognitive load...
August 10, 2017: IEEE Transactions on Visualization and Computer Graphics
Yoren Gaffary, Benoit Le Gouis, Maud Marchal, Ferran Argelaguet, Bruno Arnaldi, Anatole Lecuyer
Does it feel the same when you touch an object in Augmented Reality (AR) or in Virtual Reality (VR)? In this paper we study and compare the haptic perception of stiffness of a virtual object in two situations: (1) a purely virtual environment versus (2) a real and augmented environment. We have designed an experimental setup based on a Microsoft HoloLens and a haptic force-feedback device, enabling to press a virtual piston, and compare its stiffness successively in either Augmented Reality (the virtual piston is surrounded by several real objects all located inside a cardboard box) or in Virtual Reality (the same virtual piston is displayed in a fully virtual scene composed of the same other objects)...
August 10, 2017: IEEE Transactions on Visualization and Computer Graphics
Mathieu Garon, Jean-Francois Lalonde
We present a temporal 6-DOF tracking method which leverages deep learning to achieve state-of-the-art performance on challenging datasets of real world capture. Our method is both more accurate and more robust to occlusions than the existing best performing approaches while maintaining real-time performance. To assess its efficacy, we evaluate our approach on several challenging RGBD sequences of real objects in a variety of conditions. Notably, we systematically evaluate robustness to occlusions through a series of sequences where the object to be tracked is increasingly occluded...
August 10, 2017: IEEE Transactions on Visualization and Computer Graphics
Petar Pjanic, Simon Willi, Anselm Grundhofer
We present a geometric calibration method to accurately register a galvanoscopic scanning laser projection system (GLP) based on 2D vector input data onto an arbitrarily complex 3D-shaped projection surface. This method allows for accurate merging of 3D vertex data displayed on the laser projector with geometrically calibrated standard rasterization-based video projectors that are registered to the same geometry. Because laser projectors send out a laser light beam via galvanoscopic mirrors, a standard pinhole model calibration procedure that is normally used for pixel raster displays projecting structured light patterns, such as Gray codes, cannot be carried out directly with sufficient accuracy as the rays do not converge into a single point...
August 10, 2017: IEEE Transactions on Visualization and Computer Graphics
Thomas Schops, Martin R Oswald, Pablo Speciale, Shuoran Yang, Marc Pollefeys
We present a real-time method for rendering novel virtual camera views from given RGB-D (color and depth) data of a different viewpoint. Missing color and depth information due to incomplete input or disocclusions is efficiently inpainted in a temporally consistent way. The inpainting takes the location of strong image gradients into account as likely depth discontinuities. We present our method in the context of a view correction system for mobile devices, and discuss how to obtain a screen-camera calibration and options for acquiring depth input...
August 10, 2017: IEEE Transactions on Visualization and Computer Graphics
David Joseph Tan, Nassir Navab, Federico Tombari
3D object temporal trackers estimate the 3D rotation and 3D translation of a rigid object by propagating the transformation from one frame to the next. To confront this task, algorithms either learn the transformation between two consecutive frames or optimize an energy function to align the object to the scene. The motivation behind our approach stems from a consideration on the nature of learners and optimizers. Throughout the evaluation of different types of objects and working conditions, we observe their complementary nature-on one hand, learners are more robust when undergoing challenging scenarios, while optimizers are prone to tracking failures due to the entrapment at local minima; on the other, optimizers can converge to a better accuracy and minimize jitter...
August 10, 2017: IEEE Transactions on Visualization and Computer Graphics
Alexandre Morgand, Mohamed Tamaazousti, Adrien Bartoli
Predicting specularities in images, given the camera pose and scene geometry from SLAM, forms a challenging and open problem. It is nonetheless essential in several applications such as retexturing. A recent geometric model called JOLIMAS partially answers this problem, under the assumptions that the specularities are elliptical and the scene is planar. JOLIMAS models a moving specularity as the image of a fixed 3D quadric. We propose dual JOLIMAS, a new model which raises the planarity assumption. It uses the fact that specularities remain elliptical on convex surfaces and that every surface can be divided in convex parts...
August 10, 2017: IEEE Transactions on Visualization and Computer Graphics
Yuki Kitajima, Daisuke Iwai, Kosuke Sato
This paper presents a novel projected pixel localization principle for online geometric registration in dynamic projection mapping applications. We propose applying a time measurement of a laser projector raster-scanning beam using a photosensor to estimate its position while the projector displays meaningful visual information to human observers. Based on this principle, we develop two types of position estimation techniques. One estimates the position of a projected beam when it directly illuminates a photosensor...
August 10, 2017: IEEE Transactions on Visualization and Computer Graphics
Zhixin Yan, Mao Ye, Liu Ren
Visual SLAM is one of the key technologies to align the virtual and real world together in Augmented Reality applications. RGBD dense Visual SLAM approaches have shown their advantages in robustness and accuracy in recent years. However, there are still several challenges such as the inconsistencies in RGBD measurements across multiple frames that could jeopardize the accuracy of both camera trajectory and scene reconstruction. In this paper, we propose a novel map representation called Probabilistic Surfel Map (PSM) for dense visual SLAM...
August 10, 2017: IEEE Transactions on Visualization and Computer Graphics
Christian Siegl, Vanessa Lange, Marc Stamminger, Frank Bauer, Justus Thies
Recent publications and art performances demonstrate amazing results using projection mapping. To our knowledge, there exists no multi-projection system that can project onto non-rigid target geometries. This constrains the applicability and quality for live performances with multiple spectators. Given the cost and complexity of current systems, we present a low-cost easy-to-use markerless non-rigid face multi-projection system. It is based on a non-rigid, dense face tracker and a real-time multi-projection solver adapted to imprecise tracking, geometry and calibration...
August 10, 2017: IEEE Transactions on Visualization and Computer Graphics
Yuta Itoh, Takumi Hamasaki, Maki Sugimoto
We propose an occlusion compensation method for optical see-through head-mounted displays (OST-HMDs) equipped with a singlelayer transmissive spatial light modulator (SLM), in particular, a liquid crystal display (LCD). Occlusion is an important depth cue for 3D perception, yet realizing it on OST-HMDs is particularly difficult due to the displays' semitransparent nature. A key component for the occlusion support is the SLM-a device that can selectively interfere with light rays passing through it. For example, an LCD is a transmissive SLM that can block or pass incoming light rays by turning pixels black or transparent...
August 10, 2017: IEEE Transactions on Visualization and Computer Graphics
Kai Rohmer, Johannes Jendersie, Thorsten Grosch
Augmented Reality offers many applications today, especially on mobile devices. Due to the lack of mobile hardware for illumination measurements, photorealistic rendering with consistent appearance of virtual objects is still an area of active research. In this paper, we present a full two-stage pipeline for environment acquisition and augmentation of live camera images using a mobile device with a depth sensor. We show how to directly work on a recorded 3D point cloud of the real environment containing high dynamic range color values...
August 10, 2017: IEEE Transactions on Visualization and Computer Graphics
Hessam Roodaki, Navid Navab, Abouzar Eslami, Christopher Stapleton, Nassir Navab
Sonic interaction as a technique for conveying information has advantages over conventional visual augmented reality methods specially when augmenting the visual field with extra information brings distraction. Sonification of knowledge extracted by applying computational methods to sensory data is a well-established concept. However, some aspects of sonic interaction design such as aesthetics, the cognitive effort required for perceiving information, and avoiding alarm fatigue are not well studied in literature...
August 10, 2017: IEEE Transactions on Visualization and Computer Graphics
Connor C Gramazio, Jeff Huang, David H Laidlaw
We show how mouse interaction log classification can help visualization toolsmiths understand how their tools are used "in the wild" through an evaluation of MAGI - a cancer genomics visualization tool. Our primary contribution is an evaluation of twelve visual analysis task classifiers, which compares predictions to task inferences made by pairs of genomics and visualization experts. Our evaluation uses common classifiers that are accessible to most visualization evaluators: k-nearest neighbors, linear support vector machines, and random forests...
August 1, 2017: IEEE Transactions on Visualization and Computer Graphics
Kui Wu, Cem Yuksel
Modeling cloth with fiber-level geometry can produce highly realistic details. However, rendering fiber-level cloth models not only has a high memory cost but it also has a high computation cost even for offline rendering applications. In this paper we present a real-time fiber-level cloth rendering method for current GPUs. Our method procedurally generates fiber-level geometric details on-the-fly using yarn-level control points for minimizing the data transfer to the GPU. We also reduce the rasterization operations by collectively representing the fibers near the center of each ply that form the yarn structure...
July 26, 2017: IEEE Transactions on Visualization and Computer Graphics
Marco Centin, Alberto Signoroni
Working with noisy meshes and aiming at providing high-fidelity 3D object models without tampering the metric quality of the acquisitions, we propose a mesh denoising technique that, through a normal-diffusion process guided by a curvature saliency map, is able to preserve and emphasize the natural object features, concurrently allowing the introduction of a bound on the maximum distance from the original model. Moreover, both the position of the mesh vertices and the edge orientations are optimized through a tailored geometric-aliasing correction...
July 25, 2017: IEEE Transactions on Visualization and Computer Graphics
Michael Hecher, Paul Guerrero, Peter Wonka, Michael Wimmer
Finding similar points in globally or locally similar shapes has been studied extensively through the use of various point descriptors or shape-matching methods. However, little work exists on finding similar points in dissimilar shapes. In this paper, we present the results of a study where users were given two dissimilar two-dimensional shapes and asked to map a given point in the first shape to the point in the second shape they consider most similar. We find that user mappings in this study correlate strongly with simple geometric relationships between points and shapes...
July 24, 2017: IEEE Transactions on Visualization and Computer Graphics
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