E. Eisemann
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129 records found
1
Line art is an illustrative technique with a wide use in education and art. In the context of image abstraction, its potential for increasing memorisation and recognition has been demonstrated, which motivates its use in scientific illustrations. While much work has focused on the conversion of 3D models into a line-art representation, there is a lack of solutions for virtual reality. Applying existing methods for each eye independently turns out to fall short due to cost constraints, distracting artifacts due to inconsistencies, or limitations regarding the input geometry. To address these limitations, we present a contour renderer for virtual reality. It operates in screen space, making it flexible, yet it relies on a local surface approximation combined with a registration error metric for robustness. Inconsistent occluding contours are continuously merged, and lines with no correspondence between both eyes are culled. The method is easy to implement, highly efficient even for high-resolution imagery, and, according to user evaluations, avoids the noticeable artifacts produced by existing work.
Skill-Adaptive Ghost Instructors
Enhancing Retention and Reducing Over-Reliance in VR Piano Learning
This paper aims to quantify uncertainty for SVBRDF acquisition in multi-view captures. Under uncontrolled illumination and unstructured viewpoints, there is no guarantee that the observations contain enough information to reconstruct the appearance properties of a captured object. We study this ambiguity, or uncertainty, using entropy and accelerate the analysis by using the frequency domain, rather than the domain of incoming and outgoing viewing angles. The result is a method that computes a map of uncertainty over an entire object within a millisecond. We find that the frequency model allows us to recover SVBRDF parameters with competitive performance, that the accelerated entropy computation matches results with a physically-based path tracer, and that there is a positive correlation between error and uncertainty. We then show that the uncertainty map can be applied to improve SVBRDF acquisition using capture guidance, sharing information on the surface, and using a diffusion model to inpaint uncertain regions. Our code is available at https://github.com/rubenwiersma/svbrdf_uncertainty.
Many 3D tasks such as pose alignment, animation, motion transfer, and 3D reconstruction rely on establishing correspondences between 3D shapes. This challenge has recently been approached by pairwise matching of semantic features from pre-trained vision models. However, despite their power, these features struggle to differentiate instances of the same semantic class such as "left hand"versus "right hand"which leads to substantial mapping errors. To solve this, we learn a surface-aware embedding space that is robust to these ambiguities while facilitating shared mapping for an entire family of 3D shapes. Importantly, our approach is self-supervised and requires only a small number of unpaired training meshes to infer features for new possibly imperfect 3D shapes at test time. We achieve this by introducing a contrastive loss that preserves the semantic content of the features distilled from foundational models while disambiguating features located far apart on the shape's surface. We observe superior performance in correspondence matching benchmarks and enable downstream applications including 2D-to-3D and 3D-to-3D texture transfer, in-part segmentation, pose alignment, and motion transfer in low-data regimes. Unlike previous pairwise approaches, our solution constructs a joint embedding space, where both seen and unseen 3D shapes are implicitly aligned without further optimization. The code is available at https://graphics.tudelft.nl/SurfaceAware3DFeatures.
SpineLoft
Interactive Spine-based 2D-to-3D Modeling
Puzzle Playground
Teaching VR Interactions Through a Puzzle Game
RANRAC
Robust Neural Scene Representations via Random Ray Consensus
Exploration and analysis of high-dimensional data are important tasks in many fields that produce large and complex data, like the financial sector, systems biology, or cultural heritage. Tailor-made visual analytics software is developed for each specific application, limiting their applicability in other fields. However, as diverse as these fields are, their characteristics and requirements for data analysis are conceptually similar. Many applications share abstract tasks and data types and are often constructed with similar building blocks. Developing such applications, even when based mostly on existing building blocks, requires significant engineering efforts. We developed ManiVault, a flexible and extensible open-source visual analytics framework for analyzing high-dimensional data. The primary objective of ManiVault is to facilitate rapid prototyping of visual analytics workflows for visualization software developers and practitioners alike. ManiVault is built using a plugin-based architecture that offers easy extensibility. While our architecture deliberately keeps plugins self-contained, to guarantee maximum flexibility and re-usability, we have designed and implemented a messaging API for tight integration and linking of modules to support common visual analytics design patterns. We provide several visualization and analytics plugins, and ManiVault's API makes the integration of new plugins easy for developers. ManiVault facilitates the distribution of visualization and analysis pipelines and results for practitioners through saving and reproducing complete application states. As such, ManiVault can be used as a communication tool among researchers to discuss workflows and results. A copy of this paper and all supplemental material is available at osf.io/9k6jw, and source code at github.com/ManiVaultStudio.
BallMerge
High-quality Fast Surface Reconstruction via Voronoi Balls
We present an uplifting technique with fine-grained spectral appearance control under direct and indirect illumination, even enabling the placement of spectral constraints in a specific scene. Our approach allows for a flexible authoring process, and solves for the resulting spectra efficiently. Additionally, we show that our method’s memory overhead during rendering is kept small, by introducing a compact spectral texture format. ...
We present an uplifting technique with fine-grained spectral appearance control under direct and indirect illumination, even enabling the placement of spectral constraints in a specific scene. Our approach allows for a flexible authoring process, and solves for the resulting spectra efficiently. Additionally, we show that our method’s memory overhead during rendering is kept small, by introducing a compact spectral texture format.
The contour depth methodology enables non-parametric summarization of contour ensembles by extracting their representatives, confidence bands, and outliers for visualization (via contour boxplots) and robust downstream procedures. We address two shortcomings of these methods. Firstly, we significantly expedite the computation and recomputation of Inclusion Depth (ID), introducing a linear-time algorithm for epsilon ID, a variant used for handling ensembles with contours with multiple intersections. We also present the inclusion matrix, which contains the pairwise inclusion relationships between contours, and leverage it to accelerate the recomputation of ID. Secondly, extending beyond the single distribution assumption, we present the Relative Depth (ReD), a generalization of contour depth for ensembles with multiple modes. Building upon the linear-time eID, we introduce CDclust, a clustering algorithm that untangles ensemble modes of variation by optimizing ReD. Synthetic and real datasets from medical image segmentation and meteorological forecasting showcase the speed advantages, illustrate the use case of progressive depth computation and enable non-parametric multimodal analysis. To promote research and adoption, we offer the contour-depth Python package.
Sparse Voxel Directed Acyclic Graphs (SVDAGs) are an efficient solution for storing high-resolution voxel geometry. Recently, algorithms for the interactive modification of SVDAGs have been proposed that maintain the compressed geometric representation. Nevertheless, voxel attributes, such as colours, require an uncompressed storage, which can result in high memory usage over the course of the application. The reason is the high cost of existing attribute-compression schemes which remain unfit for interactive applications. In this paper, we introduce two attribute compression methods (lossless and lossy), which enable the interactive editing of compressed high-resolution voxel scenes including attributes.