EDBT 2026 Demo / reviewers in the wild / expert
Elmar Eisemann
dblp:65/2556
· DBLP profile ↗
132ranked-venue papers
11as first author
33since 2021 · last 2026
0000-0003-4153-065XORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 128 · 11 first-author · 30 since 2021Human-computer interaction and ubiquitous computing · 25 · 2 first-author · 7 since 2021Artificial intelligence and machine learning · 5 · 3 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Skill-Adaptive Ghost Instructors: Enhancing Retention and Reducing Over-Reliance in VR Piano LearningabstractMotor-skill learning systems in XR rely on persistent cues. However, constant cueing can induce overreliance and erode memorization and skill transfer. We introduce a skill-adaptive, dynamically transparent ghost instructor whose opacity adapts in real time to learner performance. In a first-person perspective, users observe a ghost hand executing piano fingering with either a static or a performance-adaptive transparency in a VR piano training application. We conducted a within-subjects study (N=30), where learners practiced with traditional Static (fixed-transparency) and our proposed Dynamic (performance-adaptive) modes and were tested without guidance immediately and after a 10-minute retention interval. Relative to Static, the Dynamic mode yielded higher pitch and fingering accuracy and limited error increases, with comparable timing. These findings suggest that adaptive transparency helps learners internalize fingerings more effectively, reducing dependency on external cues and improving short-term skill retention within immersive learning environments. We discuss design implications for motor-skill learning and outline directions for extending this approach to longer-term retention and more complex tasks. Tzu-Hsin Hsieh, Cassandra Michelle Stefanie Visser, Elmar Eisemann, Ricardo Marroquim |
CHI | 3 |
| 2026 | Analytical Texture MappingabstractResampling of warped images has been a topic of research for a long time but only seldomly has focused on theoretically exact resampling. We present a resampling method for minification, applied on the texture mapping function of a 3D graphics pipeline, that is derived from sampling theory without making any approximations. Our method supports freely selectable 2D integratable prefilter (anti-aliasing) functions and uses a 2D box reconstruction filter. We have implemented our method both for CPU and GPU (OpenGL) using multiple prefilter functions defined by piece-wise polynomials. The correctness of our exact resampling method has been made plausible by comparing texture mapping results of our method with those of extreme supersampling. We additionally show how the prefilter of our method can also be applied for high quality polygon edge anti-aliasing. Since our proposed method does not use any approximations, up to numerical precision, it can be used as a reference for approximate texture mapping methods. Koen Meinds, Elmar Eisemann |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2026 | Local Surface Approximation Contours for Virtual Reality StylisationabstractLine 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. Amir Zaidi, Ricardo Marroquim, Michael Weinmann, Elmar Eisemann |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2025 | MotionDreamer: Exploring Semantic Video Diffusion Features for Zero-Shot 3D Mesh AnimationabstractAnimation techniques bring digital 3D worlds and characters to life. However, manual animation is tedious and automated techniques are often specialized to narrow shape classes. In our work, we propose a technique for automatic re-animation of various 3D shapes based on a motion prior extracted from a video diffusion model. Unlike existing$4 D$generation methods, we focus solely on the motion, and we leverage an explicit mesh-based representation compatible with existing computer-graphics pipelines. Furthermore, our utilization of diffusion features enhances accuracy of our motion fitting. We analyze efficacy of these features for animation fitting and we experimentally validate our approach for two different diffusion models and four animation models. Finally, we demonstrate that our time-efficient zero-shot method achieves a superior performance re-animating a diverse set of 3D shapes when compared to existing techniques in a user study. Lukas Uzolas, Elmar Eisemann, Petr Kellnhofer |
3DV | 2 |
| 2025 | SpineLoft: Interactive Spine-based 2D-to-3D ModelingabstractInternational audience Alexandre Thiault, Telo Philippe, Amal Dev Parakkat, Elmar Eisemann, M. Ramanathan 0001, Takeo Igarashi |
CHI | 4 |
| 2025 | Surface-Aware Distilled 3D Semantic FeaturesabstractMany 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. Lukas Uzolas, Elmar Eisemann, Petr Kellnhofer |
SIGGRAPH Asia | 2 |
| 2025 | Axis-Normalized Ray-Box IntersectionabstractAbstract Ray‐axis aligned bounding box intersection tests play a crucial role in the runtime performance of many rendering applications, driven not by complexity but mainly by the volume of tests required. While existing solutions were believed to be pretty much optimal in terms of runtime on current hardware, our paper introduces a new intersection test requiring fewer arithmetic operations compared to all previous methods. By transforming the ray we eliminate the need for one third of the traditional bounding‐slab tests and achieve a speed enhancement of approximately 13.8% or 10.9%, depending on the compiler. We present detailed runtime analyses in various scenarios. Fabian Friederichs, Carsten Benthin, Steve Grogorick, Elmar Eisemann, Marcus A. Magnor, Martin Eisemann |
Comput. Graph. Forum | 4 |
| 2025 | Splatshop: Efficiently Editing Large Gaussian Splat ModelsabstractAbstract We present Splatshop, a highly optimized toolbox for interactive editing (selection, deletion, painting, transformation, …) of 3D Gaussian Splatting models. Utilizing a comprehensive collection of heuristic approaches, we carefully balance between exact and fast rendering to enable precise editing without sacrificing real‐time performance. Our experiments confirm that Splatshop achieves these goals for scenes with up to 100 million primitives. We also show how our proposed pipeline can be extended for use with head‐mounted displays. As such, Splatshop is the first VR‐capable editor for large‐scale 3D Gaussian Splatting models and a step towards a “Photoshop for Gaussian Splatting.” Markus Schütz, Florian Hahlbohm, Elmar Eisemann, Marcus A. Magnor, Michael Wimmer 0001 |
Comput. Graph. Forum | 4 |
| 2024 | RANRAC: Robust Neural Scene Representations via Random Ray Consensus
Benno Buschmann, Andreea Dogaru, Elmar Eisemann, Michael Weinmann, Bernhard Egger 0001 |
ECCV (76) | 3 |
| 2024 | Sheared Polygonal Texture FilteringabstractEfficient and precise texture filtering is essential in various applications. However, there is often a trade-off between coarse real-time approximations and accurate computationally-expensive supersampling. We introduce a novel efficient texture-filtering method over arbitrary quadrilateral footprints, achieving high accuracy at a low computational cost. We achieve this by pre-computing integration tables that sparsely sample the space of possible footprints. Finally, we compare the qualitative and computational performance of our method to commonly used techniques and demonstrate various applications for high-quality real-time image synthesis, including normal filtering, soft shadow mapping, and glint rendering. Guowei Lu, Jerry Jinfeng Guo, Petr Kellnhofer, Elmar Eisemann |
Graphics Interface | 4 |
| 2024 | Controlled Spectral Uplifting for Indirect-Light-Metamerism
Mark van de Ruit, Elmar Eisemann |
SIGGRAPH Asia | 2 |
| 2024 | Retinal pre-filtering for light field displaysabstractThe display coefficients that produce the signal emitted by a light field display are usually calculated to approximate the radiance over a set of sampled rays in the light field space. However, not all information contained in the light field signal is of equal importance to an observer. We propose a retinal pre-filtering of the light field samples that takes into account the image formation process of the observer to determine display coefficients that will ultimately produce better retinal images for a range of focus distances. We demonstrate a significant increase in image definition without changing the display resolution. Rafael Romeiro, Elmar Eisemann, Ricardo Marroquim |
Comput. Graph. | 2 |
| 2024 | Depth for Multi-Modal Contour EnsemblesabstractAbstract 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. Nicolas F. Chaves-de-Plaza, Mathijs Molenaar, Prerak Mody, Marius Staring, René van Egmond, Elmar Eisemann, Anna Vilanova, Klaus Hildebrandt |
Comput. Graph. Forum | 6 |
| 2024 | Single-Image SVBRDF Estimation with Learned Gradient DescentabstractAbstract Recovering spatially‐varying materials from a single photograph of a surface is inherently ill‐posed, making the direct application of a gradient descent on the reflectance parameters prone to poor minima. Recent methods leverage deep learning either by directly regressing reflectance parameters using feed‐forward neural networks or by learning a latent space of SVBRDFs using encoder‐decoder or generative adversarial networks followed by a gradient‐based optimization in latent space. The former is fast but does not account for the likelihood of the prediction, i.e., how well the resulting reflectance explains the input image. The latter provides a strong prior on the space of spatially‐varying materials, but this prior can hinder the reconstruction of images that are too different from the training data. Our method combines the strengths of both approaches. We optimize reflectance parameters to best reconstruct the input image using a recurrent neural network, which iteratively predicts how to update the reflectance parameters given the gradient of the reconstruction likelihood. By combining a learned prior with a likelihood measure, our approach provides a maximum a posteriori estimate of the SVBRDF. Our evaluation shows that this learned gradient‐descent method achieves state‐of‐the‐art performance for SVBRDF estimation on synthetic and real images. Xuejiao Luo, Leonardo Scandolo, Adrien Bousseau, Elmar Eisemann |
Comput. Graph. Forum | 4 |
| 2024 | BallMerge: High-quality Fast Surface Reconstruction via Voronoi BallsabstractAbstract We introduce a Delaunay‐based algorithm for reconstructing the underlying surface of a given set of unstructured points in 3D. The implementation is very simple, and it is designed to work in a parameter‐free manner. The solution builds upon the fact that in the continuous case, a closed surface separates the set of maximal empty balls (medial balls) into an interior and exterior. Based on discrete input samples, our reconstructed surface consists of the interface between Voronoi balls, which approximate the interior and exterior medial balls. An initial set of Voronoi balls is iteratively processed, merging Voronoi‐ball pairs if they fulfil an overlapping error criterion. Our complete open‐source reconstruction pipeline performs up to two quick linear‐time passes on the Delaunay complex to output the surface, making it an order of magnitude faster than the state of the art while being competitive in memory usage and often superior in quality. We propose two variants (local and global), which are carefully designed to target two different reconstruction scenarios for watertight surfaces from accurate or noisy samples, as well as real‐world scanned data sets, exhibiting noise, outliers, and large areas of missing data. The results of the global variant are, by definition, watertight, suitable for numerical analysis and various applications (e.g., 3D printing). Compared to classical Delaunay‐based reconstruction techniques, our method is highly stable and robust to noise and outliers, evidenced via various experiments, including on real‐world data with challenges such as scan shadows, outliers, and noise, even without additional preprocessing. Amal Dev Parakkat, Stefan Ohrhallinger, Elmar Eisemann, Pooran Memari |
Comput. Graph. Forum | 3 |
| 2024 | Accelerating Hyperbolic t-SNEabstractThe need to understand the structure of hierarchical or high-dimensional data is present in a variety of fields. Hyperbolic spaces have proven to be an important tool for embedding computations and analysis tasks as their non-linear nature lends itself well to tree or graph data. Subsequently, they have also been used in the visualization of high-dimensional data, where they exhibit increased embedding performance. However, none of the existing dimensionality reduction methods for embedding into hyperbolic spaces scale well with the size of the input data. That is because the embeddings are computed via iterative optimization schemes and the computation cost of every iteration is quadratic in the size of the input. Furthermore, due to the non-linear nature of hyperbolic spaces, euclidean acceleration structures cannot directly be translated to the hyperbolic setting. This article introduces the first acceleration structure for hyperbolic embeddings, building upon a polar quadtree. We compare our approach with existing methods and demonstrate that it computes embeddings of similar quality in significantly less time. Implementation and scripts for the experiments can be found at https://graphics.tudelft.nl/accelerating-hyperbolic-tsne. Martin Skrodzki, Hunter van Geffen, Nicolas F. Chaves-de-Plaza, Thomas Höllt, Elmar Eisemann, Klaus Hildebrandt |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2024 | ManiVault: A Flexible and Extensible Visual Analytics Framework for High-Dimensional DataabstractExploration 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. Alexander Vieth, Thomas Kroes, Julian Thijssen, Baldur van Lew, Jeroen Eggermont, Soumyadeep Basu, Elmar Eisemann, Anna Vilanova, Thomas Höllt, Boudewijn P. F. Lelieveldt |
IEEE Trans. Vis. Comput. Graph. | 7 |
| 2023 | Template-free Articulated Neural Point Clouds for Reposable View SynthesisabstractDynamic Neural Radiance Fields (NeRFs) achieve remarkable visual quality when synthesizing novel views of time-evolving 3D scenes. However, the common reliance on backward deformation fields makes reanimation of the captured object poses challenging. Moreover, the state of the art dynamic models are often limited by low visual fidelity, long reconstruction time or specificity to narrow application domains. In this paper, we present a novel method utilizing a point-based representation and Linear Blend Skinning (LBS) to jointly learn a Dynamic NeRF and an associated skeletal model from even sparse multi-view video. Our forward-warping approach achieves state-of-the-art visual fidelity when synthesizing novel views and poses while significantly reducing the necessary learning time when compared to existing work. We demonstrate the versatility of our representation on a variety of articulated objects from common datasets and obtain reposable 3D reconstructions without the need of object-specific skeletal templates. Lukas Uzolas, Elmar Eisemann, Petr Kellnhofer |
NeurIPS | 2 |
| 2023 | Interactive Depixelization of Pixel Art through Spring SimulationabstractAbstract We introduce an approach for converting pixel art into high‐quality vector images. While much progress has been made on automatic conversion, there is an inherent ambiguity in pixel art, which can lead to a mismatch with the artist's original intent. Further, there is room for incorporating aesthetic preferences during the conversion. In consequence, this work introduces an interactive framework to enable users to guide the conversion process towards high‐quality vector illustrations. A key idea of the method is to cast the conversion process into a spring‐system optimization that can be influenced by the user. Hereby, it is possible to resolve various ambiguities that cannot be handled by an automatic algorithm. Marko Matusovic, Amal Dev Parakkat, Elmar Eisemann |
Comput. Graph. Forum | 3 |
| 2023 | Editing Compressed High-resolution Voxel Scenes with AttributesabstractAbstract 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. Mathijs Molenaar, Elmar Eisemann |
Comput. Graph. Forum | 2 |
| 2023 | ComVis-Sail: Comparative Sailing Performance Visualization for CoachingabstractAbstract During training sessions, sailors rely on feedback provided by the coaches to reinforce their skills and improve their performance. Nowadays, the incorporation of sensors on the boats enables coaches to potentially provide more informed feedback to the sailors. A common exercise during practice sessions, consists of two boats of the same class, sailing side by side in a straight line with different boat handling techniques. Coaches try to understand which techniques are that make one boat go faster than the other. The analysis of the obtained data from the boats is challenging given its multi‐dimensional, time‐varying and spatial nature. At present, coaches only rely on aggregated statistics reducing the complexity of the data, hereby losing local and temporal information. We describe a new domain characterization and present a visualization design that allows coaches to analyse the data, structuring their analysis and explore the data from different perspectives. A central element of the tool is the glyph design to intuitively represent and aggregate multiple aspects of the sensor data. We have conducted multiple user studies with naive users, sailors and coaches to evaluate the design and potential of the overall tool. image Marcos Pieras, Ricardo Marroquim, Douwe Broekens, Elmar Eisemann, Anna Vilanova |
Comput. Graph. Forum | 4 |
| 2022 | Incorporating Texture Information into Dimensionality Reduction for High-Dimensional ImagesabstractHigh-dimensional imaging is becoming increasingly relevant in many fields from astronomy and cultural heritage to systems biology. Visual exploration of such high-dimensional data is commonly facilitated by dimensionality reduction. However, common dimensionality reduction methods do not include spatial information present in images, such as local texture features, into the construction of low-dimensional embeddings. Consequently, exploration of such data is typically split into a step focusing on the attribute space followed by a step focusing on spatial information, or vice versa. In this paper, we present a method for incorporating spatial neighborhood information into distance-based dimensionality reduction methods, such as t-Distributed Stochastic Neighbor Embedding (t-SNE). We achieve this by modifying the distance measure between high-dimensional attribute vectors associated with each pixel such that it takes the pixel's spatial neighborhood into account. Based on a classification of different methods for comparing image patches, we explore a number of different approaches. We compare these approaches from a theoretical and experimental point of view. Finally, we illustrate the value of the proposed methods by qualitative and quantitative evaluation on synthetic data and two real-world use cases. Alexander Vieth, Anna Vilanova, Boudewijn P. F. Lelieveldt, Elmar Eisemann, Thomas Höllt |
PacificVis | 4 |
| 2022 | Deep vanishing point detection: Geometric priors make dataset variations vanishabstractDeep learning has improved vanishing point detection in images. Yet, deep networks require expensive annotated datasets trained on costly hardware and do not generalize to even slightly different domains, and minor problem variants. Here, we address these issues by injecting deep vanishing point detection networks with prior knowledge. This prior knowledge no longer needs to be learned from data, saving valuable annotation efforts and compute, unlocking realistic few-sample scenarios, and reducing the impact of domain changes. Moreover, the interpretability of the priors allows to adapt deep networks to minor problem variations such as switching between Manhattan and non-Manhattan worlds. We seamlessly incorporate two geometric priors: (i) Hough Transform – mapping image pixels to straight lines, and (ii) Gaussian sphere – mapping lines to great circles whose intersections denote vanishing points. Experimentally, we ablate our choices and show comparable accuracy to existing models in the large-data setting. We validate our model's improved data efficiency, robustness to domain changes, adaptability to non-Manhattan settings. Yancong Lin, Ruben Wiersma, Silvia L. Pintea, Klaus Hildebrandt, Elmar Eisemann, Jan C. van Gemert |
CVPR | 5 |
| 2022 | Foreword to the special section on Pacific Graphics 2020
Elmar Eisemann |
Comput. Graph. | 1 |
| 2022 | Targeting Shape and Material in Lighting Design
Baran Usta, Sylvia C. Pont, Elmar Eisemann |
Comput. Graph. Forum | 3 |
| 2022 | DeltaConv: anisotropic operators for geometric deep learning on point cloudsabstractLearning from 3D point-cloud data has rapidly gained momentum, motivated by the success of deep learning on images and the increased availability of 3D data. In this paper, we aim to construct anisotropic convolution layers that work directly on the surface derived from a point cloud. This is challenging because of the lack of a global coordinate system for tangential directions on surfaces. We introduce DeltaConv, a convolution layer that combines geometric operators from vector calculus to enable the construction of anisotropic filters on point clouds. Because these operators are defined on scalar- and vector-fields, we separate the network into a scalar- and a vector-stream, which are connected by the operators. The vector stream enables the network to explicitly represent, evaluate, and process directional information. Our convolutions are robust and simple to implement and match or improve on state-of-the-art approaches on several benchmarks, while also speeding up training and inference. Ruben Wiersma, Ahmad Nasikun, Elmar Eisemann, Klaus Hildebrandt |
ACM Trans. Graph. | 3 |
| 2022 | An Efficient Dual-Hierarchy t-SNE Minimizationabstractt-distributed Stochastic Neighbour Embedding (t-SNE) has become a standard for exploratory data analysis, as it is capable of revealing clusters even in complex data while requiring minimal user input. While its run-time complexity limited it to small datasets in the past, recent efforts improved upon the expensive similarity computations and the previously quadratic minimization. Nevertheless, t-SNE still has high runtime and memory costs when operating on millions of points. We present a novel method for executing the t-SNE minimization. While our method overall retains a linear runtime complexity, we obtain a significant performance increase in the most expensive part of the minimization. We achieve a significant improvement without a noticeable decrease in accuracy even when targeting a 3D embedding. Our method constructs a pair of spatial hierarchies over the embedding, which are simultaneously traversed to approximate many N-body interactions at once. We demonstrate an efficient GPGPU implementation and evaluate its performance against state-of-the-art methods on a variety of datasets. Mark van de Ruit, Markus Billeter, Elmar Eisemann |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2021 | Layered Weighted Blended Order-Independent TransparencyabstractOur approach improves the accuracy of weighted blended orderindependent transparency, while remaining efficient and easy to implement. We extend the original algorithm to a layer-based approach, where the content of each layer is blended independently before compositing them globally. Hereby, we achieve a partial ordering but avoid explicit sorting of all elements. To ensure smooth transitions across layers, we introduce a new weighting function. Additionally, we propose several optimizations and demonstrate the method's effectiveness on various challenging scenes in terms of geometricand depth complexity. We achieve an error reduction more than an order of magnitude on average compared to weighted blended order-independent transparency for our test scenes. Fabian Friederichs, Martin Eisemann, Elmar Eisemann |
Graphics Interface | 3 |
| 2021 | A Synset-Based Recommender Method for Mixed-Initiative Narrative World Creation
Mijael R. Bueno Pérez, Elmar Eisemann, Rafael Bidarra |
ICIDS | 2 |
| 2021 | Geometric Sample Reweighting for Monte Carlo IntegrationabstractAbstract Numerical integration is fundamental in multiple Monte Carlo rendering problems. We present a sample reweighting scheme, including underlying theory, and analysis of numerical performance for the integration of an unknown one‐dimensional function. Our method is simple to implement and builds upon the insight to link the weights to a function reconstruction process during integration. We provide proof that our solution is unbiased in one‐dimensional cases and consistent in multi‐dimensional cases. We illustrate its effectiveness in several use cases. Jerry Jinfeng Guo, Elmar Eisemann |
Comput. Graph. Forum | 2 |
| 2021 | Texture Browser: Feature-based Texture ExplorationabstractAbstract Texture is a key characteristic in the definition of the physical appearance of an object and a crucial element in the creation process of 3D artists. However, retrieving a texture that matches an intended look from an image collection is difficult. Contrary to most photo collections, for which object recognition has proven quite useful, syntactic descriptions of texture characteristics is not straightforward, and even creating appropriate metadata is a very difficult task. In this paper, we propose a system to help explore large unlabeled collections of texture images. The key insight is that spatially grouping textures sharing similar features can simplify navigation. Our system uses a pre‐trained convolutional neural network to extract high‐level semantic image features, which are then mapped to a 2‐dimensional location using an adaptation of t‐SNE, a dimensionality‐reduction technique. We describe an interface to visualize and explore the resulting distribution and provide a series of enhanced navigation tools, our prioritized t‐SNE, scalable clustering, and multi‐resolution embedding, to further facilitate exploration and retrieval tasks. Finally, we also present the results of a user evaluation that demonstrates the effectiveness of our solution. Xuejiao Luo, Leonardo Scandolo, Elmar Eisemann |
Comput. Graph. Forum | 3 |
| 2021 | A multi-pass method for accelerated spectral samplingabstractAbstract Spectral Monte Carlo rendering can simulate advanced light phenomena, such as chromatic dispersion, but typically shows a slow convergence behavior. Properly sampling the spectral domain can be challenging in scenes with many complex spectral distributions. To this end, we propose a multi‐pass approach. We build and store coarse screen‐space estimates of incident spectral radiance and use these to then importance sample the spectral domain. Hereby, we lower variance and reduce noise with little overhead. Our method handles challenging scenarios with difficult spectral distributions, many different emitters, and participating media. Finally, it can be integrated into existing spectral rendering methods for an additional acceleration. Mark van de Ruit, Elmar Eisemann |
Comput. Graph. Forum | 2 |
| 2021 | Interactive Black-Hole VisualizationabstractWe present an efficient algorithm for visualizing the effect of black holes on its distant surroundings as seen from an observer nearby in orbit. Our solution is GPU-based and builds upon a two-step approach, where we first derive an adaptive grid to map the 360-view around the observer to the distorted celestial sky, which can be directly reused for different camera orientations. Using a grid, we can rapidly trace rays back to the observer through the distorted spacetime, avoiding the heavy workload of standard tracing solutions at real-time rates. By using a novel interpolation technique we can also simulate an observer path by smoothly transitioning between multiple grids. Our approach accepts real star catalogues and environment maps of the celestial sky and generates the resulting black-hole deformations in real time. Annemieke Verbraeck, Elmar Eisemann |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2020 | SalientGaze: Saliency-based gaze correction in virtual reality
Peiteng Shi, Markus Billeter, Elmar Eisemann |
Comput. Graph. | 3 |
| 2020 | Interactively Modifying Compressed Sparse Voxel RepresentationsabstractAbstract Voxels are a popular choice to encode complex geometry. Their regularity makes updates easy and enables random retrieval of values. The main limitation lies in the poor scaling with respect to resolution. Sparse voxel DAGs (Directed Acyclic Graphs) overcome this hurdle and offer high‐resolution representations for real‐time rendering but only handle static data. We introduce a novel data structure to enable interactive modifications of such compressed voxel geometry without requiring de‐ and recompression. Besides binary data to encode geometry, it also supports compressed attributes (e.g., color). We illustrate the usefulness of our representation via an interactive large‐scale voxel editor (supporting carving, filling, copying, and painting). Victor Careil, Markus Billeter, Elmar Eisemann |
Comput. Graph. Forum | 3 |
| 2020 | Next Event Estimation++: Visibility Mapping for Efficient Light Transport SimulationabstractAbstract Monte‐Carlo rendering requires determining the visibility between scene points as the most common and compute intense operation to establish paths between camera and light source. Unfortunately, many tests reveal occlusions and the corresponding paths do not contribute to the final image. In this work, we present next event estimation++ (NEE++): a visibility mapping technique to perform visibility tests in a more informed way by caching voxel to voxel visibility probabilities. We show two scenarios: Russian roulette style rejection of visibility tests and direct importance sampling of the visibility. We show applications to next event estimation and light sampling in a uni‐directional path tracer, and light‐subpath sampling in Bi‐Directional Path Tracing. The technique is simple to implement, easy to add to existing rendering systems, and comes at almost no cost, as the required information can be directly extracted from the rendering process itself. It discards up to 80% of visibility tests on average, while reducing variance by ∼20% compared to other state‐of‐the‐art light sampling techniques with the same number of samples. It gracefully handles complex scenes with efficiency similar to Metropolis light transport techniques but with a more uniform convergence. Jerry Jinfeng Guo, Martin Eisemann, Elmar Eisemann |
Comput. Graph. Forum | 3 |
| 2020 | Data Assimilation for Full 4D PC-MRI Measurements: Physics-Based Denoising and InterpolationabstractAbstract Phase‐Contrast Magnetic Resonance Imaging (PC‐MRI) surpasses all other imaging methods in quality and completeness for measuring time‐varying volumetric blood flows and has shown potential to improve both diagnosis and risk assessment of cardiovascular diseases. However, like any measurement of physical phenomena, the data are prone to noise, artefacts and has a limited resolution. Therefore, PC‐MRI data itself do not fulfil physics fluid laws making it difficult to distinguish important flow features. For data analysis, physically plausible and high‐resolution data are required. Computational fluid dynamics provides high‐resolution physically plausible flows. However, the flow is inherently coupled to the underlying anatomy and boundary conditions, which are difficult or sometimes even impossible to adequately model with current techniques. We present a novel methodology using data assimilation techniques for PC‐MRI noise and artefact removal, generating physically plausible flow close to the measured data. It also allows us to increase the spatial and temporal resolution. To avoid sensitivity to the anatomical model, we consider and update the full 3D velocity field. We demonstrate our approach using phantom data with various amounts of induced noise and show that we can improve the data while preserving important flow features, without the need of a highly detailed model of the anatomy. Niels H. L. C. de Hoon, Andrei C. Jalba, E. S. Farag, Pim van Ooij, Aart J. Nederveen, Elmar Eisemann, Anna Vilanova |
Comput. Graph. Forum | 6 |
| 2020 | CNNs on surfaces using rotation-equivariant featuresabstractThis paper is concerned with a fundamental problem in geometric deep learning that arises in the construction of convolutional neural networks on surfaces. Due to curvature, the transport of filter kernels on surfaces results in a rotational ambiguity, which prevents a uniform alignment of these kernels on the surface. We propose a network architecture for surfaces that consists of vector-valued, rotation-equivariant features. The equivariance property makes it possible to locally align features, which were computed in arbitrary coordinate systems, when aggregating features in a convolution layer. The resulting network is agnostic to the choices of coordinate systems for the tangent spaces on the surface. We implement our approach for triangle meshes. Based on circular harmonic functions, we introduce convolution filters for meshes that are rotation-equivariant at the discrete level. We evaluate the resulting networks on shape correspondence and shape classifications tasks and compare their performance to other approaches. Ruben Wiersma, Elmar Eisemann, Klaus Hildebrandt |
ACM Trans. Graph. | 2 |
| 2020 | Controllable Motion-Blur Effects in Still ImagesabstractMotion blur in a photo is the consequence of object motion during the image acquisition. It results in a visible trail along the motion of a recorded object and can be used by photographers to convey a sense of motion. Nevertheless, it is very challenging to acquire this effect as intended and requires much experience from the photographer. To achieve actual control over the motion blur, one could be added in a post process but current solutions require complex manual intervention and can lead to artifacts that mix moving and static objects incorrectly. In this paper, we propose a novel method to add motion blur to a single image that generates the illusion of a photographed motion. Relying on a minimal user input, a filtering process is employed to produce a virtual motion effect. It carefully handles object boundaries to avoid artifacts produced by standard filtering methods. We illustrate the effectiveness of our solution with various complex examples, including multi-directional blur, reflections, multiple objects, and illustrate how several motion-related artistic effects can be achieved. Our post-processing solution is an alternative to capturing the intended real-world motion blur directly and enables fine-grained control of the motion-blur effect. Xuejiao Luo, Nestor Z. Salamon, Elmar Eisemann |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2020 | GPGPU Linear Complexity t-SNE OptimizationabstractIn recent years the t-distributed Stochastic Neighbor Embedding (t-SNE) algorithm has become one of the most used and insightful techniques for exploratory data analysis of high-dimensional data. It reveals clusters of high-dimensional data points at different scales while only requiring minimal tuning of its parameters. However, the computational complexity of the algorithm limits its application to relatively small datasets. To address this problem, several evolutions of t-SNE have been developed in recent years, mainly focusing on the scalability of the similarity computations between data points. However, these contributions are insufficient to achieve interactive rates when visualizing the evolution of the t-SNE embedding for large datasets. In this work, we present a novel approach to the minimization of the t-SNE objective function that heavily relies on graphics hardware and has linear computational complexity. Our technique decreases the computational cost of running t-SNE on datasets by orders of magnitude and retains or improves on the accuracy of past approximated techniques. We propose to approximate the repulsive forces between data points by splatting kernel textures for each data point. This approximation allows us to reformulate the t-SNE minimization problem as a series of tensor operations that can be efficiently executed on the graphics card. An efficient implementation of our technique is integrated and available for use in the widely used Google TensorFlow.js, and an open-source C++ library. Nicola Pezzotti, Julian Thijssen, Alexander Mordvintsev, Thomas Höllt, Baldur van Lew, Boudewijn P. F. Lelieveldt, Elmar Eisemann, Anna Vilanova |
IEEE Trans. Vis. Comput. Graph. | 7 |
| 2020 | LightGuider: Guiding Interactive Lighting Design using Suggestions, Provenance, and Quality VisualizationabstractLightGuider is a novel guidance-based approach to interactive lighting design, which typically consists of interleaved 3D modeling operations and light transport simulations. Rather than having designers use a trial-and-error approach to match their illumination constraints and aesthetic goals, LightGuider supports the process by simulating potential next modeling steps that can deliver the most significant improvements. LightGuider takes predefined quality criteria and the current focus of the designer into account to visualize suggestions for lighting-design improvements via a specialized provenance tree. This provenance tree integrates snapshot visualizations of how well a design meets the given quality criteria weighted by the designer's preferences. This integration facilitates the analysis of quality improvements over the course of a modeling workflow as well as the comparison of alternative design solutions. We evaluate our approach with three lighting designers to illustrate its usefulness. Andreas Walch, Michael Schwärzler, Christian Luksch, Elmar Eisemann, Theresia Gschwandtner |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2019 | A Survey on Gradient-Domain RenderingabstractAbstract Monte Carlo methods for physically‐based light transport simulation are broadly adopted in the feature film production, animation and visual effects industries. These methods, however, often result in noisy images and have slow convergence. As such, improving the convergence of Monte Carlo rendering remains an important open problem. Gradient‐domain light transport is a recent family of techniques that can accelerate Monte Carlo rendering by up to an order of magnitude, leveraging a gradient‐based estimation and a reformulation of the rendering problem as an image reconstruction. This state of the art report comprehensively frames the fundamentals of gradient‐domain rendering, as well as the pragmatic details behind practical gradient‐domain uniand bidirectional path tracing and photon density estimation algorithms. Moreover, we discuss the various image reconstruction schemes that are crucial to accurate and stable gradient‐domain rendering. Finally, we benchmark various gradient‐domain techniques against the state‐of‐the‐art in denoising methods before discussing open problems. Binh-Son Hua, Adrien Gruson, Victor Petitjean, Matthias Zwicker, Derek Nowrouzezahrai, Elmar Eisemann, Toshiya Hachisuka |
Comput. Graph. Forum | 6 |
| 2019 | MegaViews: Scalable Many-View Rendering With Concurrent Scene-View Hierarchy TraversalabstractAbstract We present a scalable solution to render complex scenes from a large amount of viewpoints. While previous approaches rely either on a scene or a view hierarchy to process multiple elements together, we make full use of both, enabling sublinear performance in terms of views and scene complexity. By concurrently traversing the hierarchies, we efficiently find shared information among views to amortize rendering costs. One example application is many‐light global illumination. Our solution accelerates shadow map generation for virtual point lights, whose number can now be raised to over a million while maintaining interactive rates. Timothy R. Kol, Pablo Bauszat, Sungkil Lee 0002, Elmar Eisemann |
Comput. Graph. Forum | 4 |
| 2019 | ShutterApp: Spatio-temporal Exposure Control for VideosabstractAbstract A camera's shutter controls the incoming light that is reaching the camera sensor. Different shutters lead to wildly different results, and are often used as a tool in movies for artistic purpose, e.g., they can indirectly control the effect of motion blur. However, a physical camera is limited to a single shutter setting at any given moment. ShutterApp enables users to define spatio‐temporally‐varying virtual shutters that go beyond the options available in real‐world camera systems. A user provides a sparse set of annotations that define shutter functions at selected locations in key frames. From this input, our solution defines shutter functions for each pixel of the video sequence using a suitable interpolation technique, which are then employed to derive the output video. Our solution performs in real‐time on commodity hardware. Hereby, users can explore different options interactively, leading to a new level of expressiveness without having to rely on specialized hardware or laborious editing. Nestor Z. Salamon, Markus Billeter, Elmar Eisemann |
Comput. Graph. Forum | 3 |
| 2019 | Gradient-Guided Local Disparity EditingabstractAbstract Stereoscopic 3D technology gives visual content creators a new dimension of design when creating images and movies. While useful for conveying emotion, laying emphasis on certain parts of the scene, or guiding the viewer's attention, editing stereo content is a challenging task. Not respecting comfort zones or adding incorrect depth cues, for example depth inversion, leads to a poor viewing experience. In this paper, we present a solution for editing stereoscopic content that allows an artist to impose disparity constraints and removes resulting depth conflicts using an optimization scheme. Using our approach, an artist only needs to focus on important high‐level indications that are automatically made consistent with the entire scene while avoiding contradictory depth cues and respecting viewer comfort. Leonardo Scandolo, Pablo Bauszat, Elmar Eisemann |
Comput. Graph. Forum | 3 |
| 2019 | Applying Visual Analytics to Physically Based RenderingabstractAbstract Physically based rendering is a well‐understood technique to produce realistic‐looking images. However, different algorithms exist for efficiency reasons, which work well in certain cases but fail or produce rendering artefacts in others. Few tools allow a user to gain insight into the algorithmic processes. In this work, we present such a tool, which combines techniques from information visualization and visual analytics with physically based rendering. It consists of an interactive parallel coordinates plot, with a built‐in sampling‐based data reduction technique to visualize the attributes associated with each light sample. Two‐dimensional (2D) and three‐dimensional (3D) heat maps depict any desired property of the rendering process. An interactively rendered 3D view of the scene displays animated light paths based on the user's selection to gain further insight into the rendering process. The provided interactivity enables the user to guide the rendering process for more efficiency. To show its usefulness, we present several applications based on our tool. This includes differential light transport visualization to optimize light setup in a scene, finding the causes of and resolving rendering artefacts, such as fireflies, as well as a path length contribution histogram to evaluate the efficiency of different Monte Carlo estimators. Gerard Simons, Sebastian Herholz, Victor Petitjean, Tobias Rapp, Marco Ament, Hendrik P. A. Lensch, Carsten Dachsbacher, Martin Eisemann, Elmar Eisemann |
Comput. Graph. Forum | 9 |
| 2019 | The reduced immersed method for real-time fluid-elastic solid interaction and contact simulationabstractWe introduce the Reduced Immersed Method ( RIM ) for the real-time simulation of two-way coupled incompressible fluids and elastic solids and the interaction of multiple deformables with (self-)collisions. Our framework is based on a novel discretization of the immersed boundary equations of motion , which model fluid and deformables as a single incompressible medium and their interaction as a unified system on a fixed domain combining Eulerian and Lagrangian terms. One advantage for real-time simulations resulting from this modeling is that two-way coupling phenomena can be faithfully simulated while avoiding costly calculations such as tracking the deforming fluid-solid interfaces and the associated fluid boundary conditions. Our discretization enables the combination of a PIC/FLIP fluid solver with a reduced-order Lagrangian elasticity solver. Crucial for the performance of RIM is the efficient transfer of information between the elasticity and the fluid solver and the synchronization of the Lagrangian and Eulerian settings. We introduce the concept of twin subspaces that enables an efficient reduced-order modeling of the transfer. Our experiments demonstrate that RIM handles complex meshes and highly resolved fluids for large time steps at high framerates on off-the-shelf hardware, even in the presence of high velocities and rapid user interaction. Furthermore, it extends reduced-order elasticity solvers such as Hyper-Reduced Projective Dynamics with natural collision handling. Christopher Brandt, Leonardo Scandolo, Elmar Eisemann, Klaus Hildebrandt |
ACM Trans. Graph. | 3 |
| 2018 | Adding Motion Blur to Still Images
Xuejiao Luo, Nestor Z. Salamon, Elmar Eisemann |
Graphics Interface | 3 |
| 2018 | PadCorrect: Correcting User Input on a Virtual Gamepad
Leonardo Torok, Elmar Eisemann, Daniela Gorski Trevisan, Anselmo Antunes Montenegro, Esteban Walter Gonzalez Clua |
Graphics Interface | 2 |
| 2018 | Foreword to the Special Section on Graphics Interface 2017
Elmar Eisemann, Paul G. Kry |
Comput. Graph. | 1 |
| 2018 | Depth annotations: Designing depth of a single image for depth-based effects
Jingtang Liao, Shuheng Shen, Elmar Eisemann |
Comput. Graph. | 3 |
| 2018 | Spectral Gradient Sampling for Path TracingabstractAbstract Spectral Monte‐Carlo methods are currently the most powerful techniques for simulating light transport with wavelength‐dependent phenomena (e.g., dispersion, colored particle scattering, or diffraction gratings). Compared to trichromatic rendering, sampling the spectral domain requires significantly more samples for noise‐free images. Inspired by gradient‐domain rendering, which estimates image gradients, we propose spectral gradient sampling to estimate the gradients of the spectral distribution inside a pixel. These gradients can be sampled with a significantly lower variance by carefully correlating the path samples of a pixel in the spectral domain, and we introduce a mapping function that shifts paths with wavelength‐dependent interactions. We compute the result of each pixel by integrating the estimated gradients over the spectral domain using a one‐dimensional screened Poisson reconstruction. Our method improves convergence and reduces chromatic noise from spectral sampling, as demonstrated by our implementation within a conventional path tracer. Victor Petitjean, Pablo Bauszat, Elmar Eisemann |
Comput. Graph. Forum | 3 |
| 2018 | Multiscale Visualization and Exploration of Large Bipartite GraphsabstractAbstract A bipartite graph is a powerful abstraction for modeling relationships between two collections. Visualizations of bipartite graphs allow users to understand the mutual relationships between the elements in the two collections, e.g., by identifying clusters of similarly connected elements. However, commonly‐used visual representations do not scale for the analysis of large bipartite graphs containing tens of millions of vertices, often resorting to an a‐priori clustering of the sets. To address this issue, we present the Who's‐Active‐On‐What‐Visualization (WAOW‐Vis) that allows for multiscale exploration of a bipartite social‐network without imposing an a‐priori clustering. To this end, we propose to treat a bipartite graph as a high‐dimensional space and we create the WAOW‐Vis adapting the multiscale dimensionality‐reduction technique HSNE. The application of HSNE for bipartite graph requires several modifications that form the contributions of this work. Given the nature of the problem, a set‐based similarity is proposed. For efficient and scalable computations, we use compressed bitmaps to represent sets and we present a novel space partitioning tree to efficiently compute similarities; the Sets Intersection Tree. Finally, we validate WAOW‐Vis on several datasets connecting Twitter‐users and ‐streams in different domains: news, computer science and politics. We show how WAOW‐Vis is particularly effective in identifying hierarchies of communities among social‐media users. Nicola Pezzotti, Jean-Daniel Fekete, Thomas Höllt, Boudewijn P. F. Lelieveldt, Elmar Eisemann, Anna Vilanova |
Comput. Graph. Forum | 5 |
| 2018 | Quad-Based Fourier Transform for Efficient Diffraction SynthesisabstractAbstract Far‐field diffraction can be evaluated using the Discrete Fourier Transform (DFT) in image space but it is costly due to its dense sampling. We propose a technique based on a closed‐form solution of the continuous Fourier transform for simple vector primitives (quads) and propose a hierarchical and progressive evaluation to achieve real‐time performance. Our method is able to simulate diffraction effects in optical systems and can handle varying visibility due to dynamic light sources. Furthermore, it seamlessly extends to near‐field diffraction. We show the benefit of our solution in various applications, including realistic real‐time glare and bloom rendering. Leonardo Scandolo, Sungkil Lee 0002, Elmar Eisemann |
Comput. Graph. Forum | 3 |
| 2018 | ARAPLBS: Robust and Efficient Elasticity-Based Optimization of Weights and Skeleton Joints for Linear Blend Skinning with Parametrized BonesabstractAbstract We present a fast, robust and high‐quality technique to skin a mesh with reference to a skeleton. We consider the space of possible skeleton deformations (based on skeletal constraints, or skeletal animations), and compute skinning weights based on an optimization scheme to obtain as‐rigid‐as‐possible (ARAP) corresponding mesh deformations. We support stretchable‐and‐twistable bones (STBs) and spines by generalizing the ARAP deformations to stretchable deformers. In addition, our approach can optimize joint placements. If wanted, a user can guide and interact with the results, which is facilitated by an interactive feedback, reached via an efficient sparsification scheme. We demonstrate our technique on challenging inputs (STBs and spines, triangle and tetrahedral meshes featuring missing elements, boundaries, self‐intersections or wire edges). Jean-Marc Thiery, Elmar Eisemann |
Comput. Graph. Forum | 2 |
| 2018 | Authoring Adaptive Game World GenerationabstractCurrent research on adaptive games has mainly focused on adjusting difficulty in a variety of ways, for example, by providing some control over adaptive game world generation. These methods, however, are mostly ad-hoc and require quite some technical skills. To the best of our knowledge, so far, there has been no adaptive method that is truly generic and explicitly designed to actively include game designers in the content creation loop. In this paper, we introduce a generic method that enables designers to author adaptivity of game world generation, in a very expressive and specific fashion. Our approach uses adaptation rules, which build atop gameplay semantics in order to steer the online generation of the game content. Designers create these rules by associating skill profiles, describing skill proficiency, with content descriptions, detailing the desired properties of the specific game world content. This game content is then generated online using a matching and retrieval approach. We performed user studies with both designers and players and concluded that adaptation rules provide game designers with a rich expressive range to effectively convey specific adaptive gameplay experiences to players. Ricardo Lopes, Elmar Eisemann, Rafael Bidarra |
IEEE Trans. Games | 2 |
| 2018 | Iterative Depth WarpingabstractThis article presents an iterative backward-warping technique and its applications. It predictively synthesizes depth buffers for novel views. Our solution is based on a fixed-point iteration that converges quickly in practice. Unlike the previous techniques, our solution is a pure backward warping without using bidirectional sources. To efficiently seed the iterative process, we also propose a tight bounding method for motion vectors. Non-convergent depth holes are inpainted via deep depth buffers. Our solution works well with arbitrarily distributed motion vectors under moderate motions. Many scenarios can benefit from our depth warping. As an application, we propose a highly scalable image-based occlusion-culling technique, achieving a significant speed-up compared to the state of the art. We also demonstrate the benefit of our solution in multi-view soft-shadow generation. Sungkil Lee 0002, Younguk Kim, Elmar Eisemann |
ACM Trans. Graph. | 3 |
| 2018 | Hyper-reduced projective dynamicsabstractWe present a method for the real-time simulation of deformable objects that combines the robustness, generality, and high performance of Projective Dynamics with the efficiency and scalability offered by model reduction techniques. The method decouples the cost for time integration from the mesh resolution and can simulate large meshes in real-time. The proposed hyper-reduction of Projective Dynamics combines a novel fast approximation method for constraint projections and a scalable construction of sparse subspace bases. The resulting system achieves real-time rates for large sub-spaces enabling rich dynamics and can resolve general user interactions, collision constraints, external forces and changes to the materials. The construction of the hyper-reduced system does not require user-interaction and refrains from using training data or modal analysis, which results in a fast preprocessing stage. Christopher Brandt, Elmar Eisemann, Klaus Hildebrandt |
ACM Trans. Graph. | 2 |
| 2018 | Modeling n-Symmetry Vector Fields using Higher-Order EnergiesabstractWe introduce a variational approach for modeling n -symmetry vector and direction fields on surfaces that supports interpolation and alignment constraints, placing singularities and local editing, while providing real-time responses. The approach is based on novel biharmonic and m -harmonic energies for n -fields on surface meshes and the integration of hard constraints to the resulting optimization problems. Real-time computation rates are achieved by a model reduction approach employing a Fourier-like n -vector field decomposition, which associates frequencies and modes to n -vector fields on surfaces. To demonstrate the benefits of the proposed n -field modeling approach, we use it for controlling stroke directions in line-art drawings of surfaces and for the modeling of anisotropic BRDFs, which define the reflection behavior of surfaces. Christopher Brandt, Leonardo Scandolo, Elmar Eisemann, Klaus Hildebrandt |
ACM Trans. Graph. | 3 |
| 2018 | DeepEyes: Progressive Visual Analytics for Designing Deep Neural NetworksabstractDeep neural networks are now rivaling human accuracy in several pattern recognition problems. Compared to traditional classifiers, where features are handcrafted, neural networks learn increasingly complex features directly from the data. Instead of handcrafting the features, it is now the network architecture that is manually engineered. The network architecture parameters such as the number of layers or the number of filters per layer and their interconnections are essential for good performance. Even though basic design guidelines exist, designing a neural network is an iterative trial-and-error process that takes days or even weeks to perform due to the large datasets used for training. In this paper, we present DeepEyes, a Progressive Visual Analytics system that supports the design of neural networks during training. We present novel visualizations, supporting the identification of layers that learned a stable set of patterns and, therefore, are of interest for a detailed analysis. The system facilitates the identification of problems, such as superfluous filters or layers, and information that is not being captured by the network. We demonstrate the effectiveness of our system through multiple use cases, showing how a trained network can be compressed, reshaped and adapted to different problems. Nicola Pezzotti, Thomas Höllt, Jan C. van Gemert, Boudewijn P. F. Lelieveldt, Elmar Eisemann, Anna Vilanova |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2017 | Subtle gaze guidance for immersive environmentsabstractImmersive displays allow presentation of rich video content over a wide field of view. We present a method to boost visual importance for a selected - possibly invisible - scene part in a cluttered virtual environment. This desirable feature enables to unobtrusively guide the gaze direction of a user to any location within the immersive 360° surrounding. Our method is based on subtle gaze direction which did not include head rotations in previous work. For covering the full 360° environment and wide field of view, we contribute an approach for dynamic stimulus positioning and shape variation based on eccentricity to compensate for visibility differences across the visual field. Our approach is calibrated in a perceptual study for a head-mounted display with binocular eye tracking. An additional study validates the method within an immersive visual search task. Steve Grogorick, Michael Stengel, Elmar Eisemann, Marcus A. Magnor |
SAP | 3 |
| 2017 | Depth Map Design and Depth-based Effects With a Single Image
Jingtang Liao, Shuheng Shen, Elmar Eisemann |
Graphics Interface | 3 |
| 2017 | Cut and Paint: Occlusion-Aware Subset Selection for Surface Processing
Mohamed Radwan, Stefan Ohrhallinger, Elmar Eisemann, Michael Wimmer 0001 |
Graphics Interface | 3 |
| 2017 | Spectral Processing of Tangential Vector FieldsabstractAbstract We propose a framework for the spectral processing of tangential vector fields on surfaces. The basis is a Fourier‐type representation of tangential vector fields that associates frequencies with tangential vector fields. To implement the representation for piecewise constant tangential vector fields on triangle meshes, we introduce a discrete Hodge–Laplace operator that fits conceptually to the prominentcotandiscretization of the Laplace–Beltrami operator. Based on the Fourier representation, we introduce schemes for spectral analysis, filtering and compression of tangential vector fields. Moreover, we introduce a spline‐type editor for modelling of tangential vector fields with interpolation constraints for the field itself and its divergence and curl. Using the spectral representation, we propose a numerical scheme that allows for real‐time modelling of tangential vector fields. Christopher Brandt, Leonardo Scandolo, Elmar Eisemann, Klaus Hildebrandt |
Comput. Graph. Forum | 3 |
| 2017 | Split-Depth Image Generation and OptimizationabstractAbstract Split‐depth images use an optical illusion, which can enhance the 3D impression of a 2D animation. In split‐depth images (also often called split‐depth GIFs due to the commonly used file format), static virtual occluders inform of vertical or horizontal bars are added to a video clip, which leads to occlusions that are interpreted by the observer as a depth cue. In this paper, we study different factors that contribute to the illusion and propose a solution to generate split‐depth images for a given RGB + depth image sequence. The presented solution builds upon a motion summarization of the object of interest (OOI) through space and time. It allows us to formulate the bar positioning as an energy‐minimization problem, which we solve efficiently. We take a variety of important features into account, such as the changes of the 3D effect due to changes in the motion topology, occlusion, the proximity of bars or the OOI, and scene saliency. We conducted a number of psycho‐visual experiments to derive an appropriate energy formulation. Our method helps in finding optimal positions for the bars and, thus, improves the 3D perception of the original animation. We demonstrate the effectiveness of our approach on a variety of examples. Our study with novice users shows that our approach allows them to quickly create satisfying results even for complex animations. Jingtang Liao, Martin Eisemann, Elmar Eisemann |
Comput. Graph. Forum | 3 |
| 2017 | Computational Light Painting Using a Virtual ExposureabstractLight painting is an artform where a light source is moved during a long-exposure shot, creating trails resembling a stroke on a canvas. It is very difficult to perform because the light source needs to be moved at the intended speed and along a precise trajectory. Additionally, images can be corrupted by the person moving the light. We propose computational light painting, which avoids such artifacts and is easy to use. Taking a video of the moving light as input, a virtual exposure allows us to draw the intended light positions in a post-process. We support animation, as well as 3D light sculpting, with high-quality results. Nestor Z. Salamon, Marcel Lancelle, Elmar Eisemann |
Comput. Graph. Forum | 3 |
| 2017 | Perception-driven Accelerated RenderingabstractAdvances in computer graphics enable us to create digital images of astonishing complexity and realism. However, processing resources are still a limiting factor. Hence, many costly but desirable aspects of realism are often not accounted for, including global illumination, accurate depth of field and motion blur, spectral effects, etc. especially in real-time rendering. At the same time, there is a strong trend towards more pixels per display due to larger displays, higher pixel densities or larger fields of view. Further observable trends in current display technology include more bits per pixel (high dynamic range, wider color gamut/fidelity), increasing refresh rates (better motion depiction), and an increasing number of displayed views per pixel (stereo, multi-view, all the way to holographic or lightfield displays). These developments cause significant unsolved technical challenges due to aspects such as limited compute power and bandwidth. Fortunately, the human visual system has certain limitations, which mean that providing the highest possible visual quality is not always necessary. In this report, we present the key research and models that exploit the limitations of perception to tackle visual quality and workload alike. Moreover, we present the open problems and promising future research targeting the question of how we can minimize the effort to compute and display only the necessary pixels while still offering a user full visual experience. Martin Weier, Michael Stengel, Thorsten Roth, Piotr Didyk, Elmar Eisemann, Martin Eisemann, Steve Grogorick, André Hinkenjann, Ernst Kruijff, Marcus A. Magnor, Karol Myszkowski, Philipp Slusallek |
Comput. Graph. Forum | 5 |
| 2017 | Overview + Detail Visualization for Ensembles of Diffusion TensorsabstractAbstract A Diffusion Tensor Imaging (DTI) group study consists of a collection of volumetric diffusion tensor datasets (i.e., an ensemble) acquired from a group of subjects. The multivariate nature of the diffusion tensor imposes challenges on the analysis and the visualization. These challenges are commonly tackled by reducing the diffusion tensors to scalar‐valued quantities that can be analyzed with common statistical tools. However, reducing tensors to scalars poses the risk of losing intrinsic information about the tensor. Visualization of tensor ensemble data without loss of information is still a largely unsolved problem. In this work, we propose an overview + detail visualization to facilitate the tensor ensemble exploration. We define an ensemble representative tensor and variations in terms of the three intrinsic tensor properties (i.e., scale, shape, and orientation) separately. The ensemble summary information is visually encoded into the newly designed aggregate tensor glyph which, in a spatial layout, functions as the overview. The aggregate tensor glyph guides the analyst to interesting areas that would need further detailed inspection. The detail views reveal the original information that is lost during aggregation. It helps the analyst to further understand the sources of variation and formulate hypotheses. To illustrate the applicability of our prototype, we compare with most relevant previous work through a user study and we present a case study on the analysis of a brain diffusion tensor dataset ensemble from healthy volunteers. Changgong Zhang, Matthan W. A. Caan, Thomas Höllt, Elmar Eisemann, Anna Vilanova |
Comput. Graph. Forum | 4 |
| 2017 | Realistic modeling of porous materialsabstractAbstract Photorealistic modeling and rendering of materials with complex internal mesostructure is a hard challenge in Computer Graphics. In particular, macroscopic porous materials consist of complex translucent substances that exhibit different details and light interaction at several different scales. State‐of‐the‐art techniques for modeling porous materials manage the material either as a surface and set up complex capture procedures or as a volume by employing different instances of procedural noise models for its representation. While the surface solution achieves several desired material properties, it still presents drawbacks in practical applications—high computational costs, complex capture procedures, and poor image variability, among others. Volumetric solutions are more flexible, but the final structure and appearance are difficult to control. To overcome these drawbacks, we propose an algorithm for the procedural generation of porous materials. The method is based on an artistic and physically inspired simulation of the growth of self‐avoiding bubbles inside a volume, by means of dynamical systems. The patterns induced by the bubbles can be easily and intuitively controlled. The bubbles adapt to any given shape and have convincing global and local fluid‐like patterns as seen in bread and sponges. Our method generates 3D textures that adequately represent porous materials, which can be used as input for creating realistic renderings of different porous objects. As a case study, we present the results of using these 3D textures as input to a direct volume renderer and show that they compare favorably with standard 3D texture synthesis methods. Copyright © 2016 John Wiley & Sons, Ltd. Rodrigo Baravalle, Leonardo Scandolo, Claudio Delrieux, Cristian García Bauza, Elmar Eisemann |
Comput. Animat. Virtual Worlds | 5 |
| 2017 | Indoor Scene Reconstruction Using Near-Light Photometric StereoabstractWe propose a novel framework for photometric stereo (PS) under low-light conditions using uncalibrated near-light illumination. It operates on free-form video sequences captured with a minimalistic and affordable setup. We address issues such as albedo variations, shadowing, perspective projections, and camera noise. Our method uses specular spheres detected with a perspective-correcting Hough transform to robustly triangulate light positions in the presence of outliers via a least-squares approach. Furthermore, we propose an iterative reweighting scheme in combination with an ℓp-norm minimizer to robustly solve the calibrated near-light PS problem. In contrast to other approaches, our framework reconstructs depth, albedo (relative to light source intensity), and normals simultaneously and is demonstrated on synthetic and real-world scenes. Jingtang Liao, Bert Buchholz, Jean-Marc Thiery, Pablo Bauszat, Elmar Eisemann |
IEEE Trans. Image Process. | 5 |
| 2017 | Gradient-domain path reusingabstractMonte-Carlo rendering algorithms have traditionally a high computational cost, because they rely on tracing up to billions of light paths through a scene to physically simulate light transport. Traditional path reusing amortizes the cost of path sampling over multiple pixels, but introduces visually unpleasant correlation artifacts and cannot handle scenes with specular light transport. We present gradient-domain path reusing , a novel unbiased Monte-Carlo rendering technique, which merges the concept of path reusing with the recently introduced idea of gradient-domain rendering. Since correlation is a key element in gradient sampling, it is a natural fit to be performed together with path reusing and we show that the typical artifacts of path reusing are significantly reduced by exploiting the gradient domain. Further, by employing the tools for shifting paths that were designed in the context of gradient-domain rendering over the last years, we can generalize path reusing to support arbitrary scenes including specular light transport. Our method is unbiased and currently the fastest converging unidirectional rendering technique outperforming conventional and gradient-domain path tracing by up to almost an order of magnitude. Pablo Bauszat, Victor Petitjean, Elmar Eisemann |
ACM Trans. Graph. | 3 |
| 2017 | Expressive Single Scattering for Light Shaft StylizationabstractLight scattering in participating media is a natural phenomenon that is increasingly featured in movies and games, as it is visually pleasing and lends realism to a scene. In art, it may further be used to express a certain mood or emphasize objects. Here, artists often rely on stylization when creating scattering effects, not only because of the complexity of physically correct scattering, but also to increase expressiveness. Little research, however, focuses on artistically influencing the simulation of the scattering process in a virtual 3D scene. We propose novel stylization techniques, enabling artists to change the appearance of single scattering effects such as light shafts. Users can add, remove, or enhance light shafts using occluder manipulation. The colors of the light shafts can be stylized and animated using easily modifiable transfer functions. Alternatively, our system can optimize a light map given a simple user input for a number of desired views in the 3D world. Finally, we enable artists to control the heterogeneity of the underlying medium. Our stylized scattering solution is easy to use and compatible with standard rendering pipelines. It works for animated scenes and can be executed in real time to provide the artist with quick feedback. Timothy R. Kol, Oliver Klehm, Hans-Peter Seidel, Elmar Eisemann |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2017 | Approximated and User Steerable tSNE for Progressive Visual AnalyticsabstractProgressive Visual Analytics aims at improving the interactivity in existing analytics techniques by means of visualization as well as interaction with intermediate results. One key method for data analysis is dimensionality reduction, for example, to produce 2D embeddings that can be visualized and analyzed efficiently. t-Distributed Stochastic Neighbor Embedding (tSNE) is a well-suited technique for the visualization of high-dimensional data. tSNE can create meaningful intermediate results but suffers from a slow initialization that constrains its application in Progressive Visual Analytics. We introduce a controllable tSNE approximation (A-tSNE), which trades off speed and accuracy, to enable interactive data exploration. We offer real-time visualization techniques, including a density-based solution and a Magic Lens to inspect the degree of approximation. With this feedback, the user can decide on local refinements and steer the approximation level during the analysis. We demonstrate our technique with several datasets, in a real-world research scenario and for the real-time analysis of high-dimensional streams to illustrate its effectiveness for interactive data analysis. Nicola Pezzotti, Boudewijn P. F. Lelieveldt, Laurens van der Maaten, Thomas Höllt, Elmar Eisemann, Anna Vilanova |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2017 | Efficient Stochastic Rendering of Static and Animated Volumes Using Visibility SweepsabstractStochastically solving the rendering integral (particularly visibility) is the de-facto standard for physically-based light transport but it is computationally expensive, especially when displaying heterogeneous volumetric data. In this work, we present efficient techniques to speed-up the rendering process via a novel visibility-estimation method in concert with an unbiased importance sampling (involving environmental lighting and visibility inside the volume), filtering, and update techniques for both static and animated scenes. Our major contributions include a progressive estimate of partial occlusions based on a fast sweeping-plane algorithm. These occlusions are stored in an octahedral representation, which can be conveniently transformed into a quadtree-based hierarchy suited for a joint importance sampling. Further, we propose sweep-space filtering, which suppresses the occurrence of fireflies and investigate different update schemes for animated scenes. Our technique is unbiased, requires little precomputation, is highly parallelizable, and is applicable to a various volume data sets, dynamic transfer functions, animated volumes and changing environmental lighting. Philipp von Radziewsky, Thomas Kroes, Martin Eisemann, Elmar Eisemann |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2017 | PelVis: Atlas-based Surgical Planning for Oncological Pelvic SurgeryabstractDue to the intricate relationship between the pelvic organs and vital structures, such as vessels and nerves, pelvic anatomy is often considered to be complex to comprehend. In oncological pelvic surgery, a trade-off has to be made between complete tumor resection and preserving function by preventing damage to the nerves. Damage to the autonomic nerves causes undesirable post-operative side-effects such as fecal and urinal incontinence, as well as sexual dysfunction in up to 80 percent of the cases. Since these autonomic nerves are not visible in pre-operative MRI scans or during surgery, avoiding nerve damage during such a surgical procedure becomes challenging. In this work, we present visualization methods to represent context, target, and risk structures for surgical planning. We employ distance-based and occlusion management techniques in an atlas-based surgical planning tool for oncological pelvic surgery. Patient-specific pre-operative MRI scans are registered to an atlas model that includes nerve information. Through several interactive linked views, the spatial relationships and distances between the organs, tumor and risk zones are visualized to improve understanding, while avoiding occlusion. In this way, the surgeon can examine surgically relevant structures and plan the procedure before going into the operating theater, thus raising awareness of the autonomic nerve zone regions and potentially reducing post-operative complications. Furthermore, we present the results of a domain expert evaluation with surgical oncologists that demonstrates the advantages of our approach. Noeska N. Smit, Kai Lawonn, Annelot Kraima, Marco C. DeRuiter, Hessam Sokooti, Stefan Bruckner, Elmar Eisemann, Anna Vilanova |
IEEE Trans. Vis. Comput. Graph. | 7 |
| 2016 | Optimized subspaces for deformation-based modeling and shape interpolation
Philipp von Radziewsky, Elmar Eisemann, Hans-Peter Seidel, Klaus Hildebrandt |
Comput. Graph. | 2 |
| 2016 | Geometry and Attribute Compression for Voxel ScenesabstractAbstract Voxel‐based approaches are today's standard to encode volume data. Recently, directed acyclic graphs (DAGs) were successfully used for compressing sparse voxel scenes as well, but they are restricted to a single bit of (geometry) information per voxel. We present a method to compressarbitrarydata, such as colors, normals, or reflectance information. By decoupling geometry and voxel data via a novel mapping scheme, we are able to apply the DAG principle to encode the topology, while using a palette‐based compression for the voxel attributes, leading to a drastic memory reduction. Our method outperforms existing state‐of‐the‐art techniques and is well‐suited for GPU architectures. We achieve real‐time performance on commodity hardware for colored scenes with up to 17 hierarchical levels (a 128K3voxel resolution), which are stored fully in core. Bas Dado, Timothy R. Kol, Pablo Bauszat, Jean-Marc Thiery, Elmar Eisemann |
Comput. Graph. Forum | 5 |
| 2016 | Cytosplore: Interactive Immune Cell Phenotyping for Large Single-Cell DatasetsabstractAbstract To understand how the immune system works, one needs to have a clear picture of its cellular compositon and the cells' corresponding properties and functionality. Mass cytometry is a novel technique to determine the properties of single‐cells with unprecedented detail. This amount of detail allows for much finer differentiation but also comes at the cost of more complex analysis. In this work, we present Cytosplore, implementing an interactive workflow to analyze mass cytometry data in an integrated system, providing multiple linked views, showing different levels of detail and enabling the rapid definition of known and unknown cell types. Cytosplore handles millions of cells, each represented as a high‐dimensional data point, facilitates hypothesis generation and confirmation, and provides a significant speed up of the current workflow. We show the effectiveness of Cytosplore in a case study evaluation. Thomas Höllt, Nicola Pezzotti, Vincent van Unen, Frits Koning, Elmar Eisemann, Boudewijn P. F. Lelieveldt, Anna Vilanova |
Comput. Graph. Forum | 5 |
| 2016 | Efficient Ray Tracing Through Aspheric Lenses and Imperfect Bokeh SynthesisabstractWe present an efficient ray-tracing technique to render bokeh effects produced by parametric aspheric lenses. Contrary to conventional spherical lenses, aspheric lenses do generally not permit a simple closed-form solution of ray-surface intersections. We propose a numerical root-finding approach, which uses tight proxy surfaces to ensure a good initialization and convergence behavior. Additionally, we simulate mechanical imperfections resulting from the lens fabrication via a texture-based approach. Fractional Fourier transform and spectral dispersion add additional realism to the synthesized bokeh effect. Our approach is well-suited for execution on graphics processing units (GPUs) and we demonstrate complex defocus-blur and lens-flare effects. Hyuntae Joo, Soonhyeon Kwon, Elmar Eisemann, Sungkil Lee 0002 |
Comput. Graph. Forum | 4 |
| 2016 | Hierarchical Stochastic Neighbor EmbeddingabstractAbstract In recent years, dimensionality‐reduction techniques have been developed and are widely used for hypothesis generation in Exploratory Data Analysis. However, these techniques are confronted with overcoming the trade‐off between computation time and the quality of the provided dimensionality reduction. In this work, we address this limitation, by introducing Hierarchical Stochastic Neighbor Embedding (Hierarchical‐SNE). Using a hierarchical representation of the data, we incorporate the well‐known mantra of Overview‐First, Details‐On‐Demand in non‐linear dimensionality reduction. First, the analysis shows an embedding, that reveals only the dominant structures in the data (Overview). Then, by selecting structures that are visible in the overview, the user can filter the data and drill down in the hierarchy. While the user descends into the hierarchy, detailed visualizations of the high‐dimensional structures will lead to new insights. In this paper, we explain how Hierarchical‐SNE scales to the analysis of big datasets. In addition, we show its application potential in the visualization of Deep‐Learning architectures and the analysis of hyperspectral images. Nicola Pezzotti, Thomas Höllt, Boudewijn P. F. Lelieveldt, Elmar Eisemann, Anna Vilanova |
Comput. Graph. Forum | 4 |
| 2016 | Compressed Multiresolution Hierarchies for High-Quality Precomputed ShadowsabstractAbstract The quality of shadow mapping is traditionally limited by texture resolution. We present a novel lossless compression scheme for high‐resolution shadow maps based on precomputed multiresolution hierarchies. Traditional multiresolution trees can compactly represent homogeneous regions of shadow maps at coarser levels, but require many nodes for fine details. By conservatively adapting the depth map, we can significantly reduce the tree complexity. Our proposed method offers high compression rates, avoids quantization errors, exploits coherency along all data dimensions, and is well‐suited for GPU architectures. Our approach can be applied for coherent shadow maps as well, enabling several applications, including high‐quality soft shadows and dynamic lights moving on fixed‐trajectories. Leonardo Scandolo, Pablo Bauszat, Elmar Eisemann |
Comput. Graph. Forum | 3 |
| 2016 | Merged Multiresolution Hierarchies for Shadow Map CompressionabstractAbstract Multiresolution Hierarchies (MH) and Directed Acyclic Graphs (DAG) are two recent approaches for the compression of high‐resolution shadow information. In this paper, we introduce Merged Multiresolution Hierarchies (MMH), a novel data structure that unifies both concepts. An MMH leverages both hierarchical homogeneity exploited in MHs, as well as topological similarities exploited in DAG representations. We propose an efficient hash‐based technique to quickly identify and remove redundant subtree instances in a modified relative MH representation. Our solution remains lossless and significantly improves the compression rate compared to both preceding shadow map compression algorithms, while retaining the full run‐time performance of traditional MH representations. Leonardo Scandolo, Pablo Bauszat, Elmar Eisemann |
Comput. Graph. Forum | 3 |
| 2016 | Animated Mesh Approximation With Sphere-MeshesabstractPerformance capture systems are used to acquire high-quality animated 3D surfaces, usually in form of a dense 3D triangle mesh. Extracting a more compact yet faithful representation is often desirable, but existing solutions for animated sequences are surface based, which leads to a limited approximation power in the case of extreme simplification. We introduce animated sphere-meshes, which are meshes indexing a set of animated spheres. Our solution is the first to output an animated volumetric structure to approximate animated 3D surfaces and optimizes for the sphere approximation, connectivity, and temporal coherence. As a result, our algorithm produces a multiresolution structure from which a level of simplification can be selected in real time, preserving a faithful approximation of the input, even at the coarsest levels. We demonstrate the use of animated sphere-meshes for low-cost approximate collision detection. Additionally, we propose a skinning decomposition, which automatically rigs the input mesh to the chosen level of detail. The resulting set of weights are smooth, compress the animation, and enable easy edits. Jean-Marc Thiery, Emilie Guy, Tamy Boubekeur, Elmar Eisemann |
ACM Trans. Graph. | 4 |
| 2016 | Orientation-Enhanced Parallel Coordinate PlotsabstractParallel Coordinate Plots (PCPs) is one of the most powerful techniques for the visualization of multivariate data. However, for large datasets, the representation suffers from clutter due to overplotting. In this case, discerning the underlying data information and selecting specific interesting patterns can become difficult. We propose a new and simple technique to improve the display of PCPs by emphasizing the underlying data structure. Our Orientation-enhanced Parallel Coordinate Plots (OPCPs) improve pattern and outlier discernibility by visually enhancing parts of each PCP polyline with respect to its slope. This enhancement also allows us to introduce a novel and efficient selection method, the Orientation-enhanced Brushing (O-Brushing). Our solution is particularly useful when multiple patterns are present or when the view on certain patterns is obstructed by noise. We present the results of our approach with several synthetic and real-world datasets. Finally, we conducted a user evaluation, which verifies the advantages of the OPCPs in terms of discernibility of information in complex data. It also confirms that O-Brushing eases the selection of data patterns in PCPs and reduces the amount of necessary user interactions compared to state-of-the-art brushing techniques. Renata G. Raidou, Martin Eisemann, Marcel Breeuwer, Elmar Eisemann, Anna Vilanova |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2016 | Glyph-Based Comparative Visualization for Diffusion Tensor FieldsabstractDiffusion Tensor Imaging (DTI) is a magnetic resonance imaging modality that enables the in-vivo reconstruction and visualization of fibrous structures. To inspect the local and individual diffusion tensors, glyph-based visualizations are commonly used since they are able to effectively convey full aspects of the diffusion tensor. For several applications it is necessary to compare tensor fields, e.g., to study the effects of acquisition parameters, or to investigate the influence of pathologies on white matter structures. This comparison is commonly done by extracting scalar information out of the tensor fields and then comparing these scalar fields, which leads to a loss of information. If the glyph representation is kept, simple juxtaposition or superposition can be used. However, neither facilitates the identification and interpretation of the differences between the tensor fields. Inspired by the checkerboard style visualization and the superquadric tensor glyph, we design a new glyph to locally visualize differences between two diffusion tensors by combining juxtaposition and explicit encoding. Because tensor scale, anisotropy type, and orientation are related to anatomical information relevant for DTI applications, we focus on visualizing tensor differences in these three aspects. As demonstrated in a user study, our new glyph design allows users to efficiently and effectively identify the tensor differences. We also apply our new glyphs to investigate the differences between DTI datasets of the human brain in two different contexts using different b-values, and to compare datasets from a healthy and HIV-infected subject. Changgong Zhang, Thomas Schultz 0001, Kai Lawonn, Elmar Eisemann, Anna Vilanova |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2015 | Stylized scattering via transfer functions and occluder manipulation
Oliver Klehm, Timothy R. Kol, Hans-Peter Seidel, Elmar Eisemann |
Graphics Interface | 4 |
| 2015 | Visibility sweeps for joint-hierarchical importance sampling of direct lighting for stochastic volume rendering
Thomas Kroes, Martin Eisemann, Elmar Eisemann |
Graphics Interface | 3 |
| 2015 | An Affordable Solution for Binocular Eye Tracking and Calibration in Head-mounted DisplaysabstractImmersion is the ultimate goal of head-mounted displays (HMD) for Virtual Reality (VR) in order to produce a convincing user experience. Two important aspects in this context are motion sickness, often due to imprecise calibration, and the integration of a reliable eye tracking. We propose an affordable hard- and software solution for drift-free eye-tracking and user-friendly lens calibration within an HMD. The use of dichroic mirrors leads to a lean design that provides the full field-of-view (FOV) while using commodity cameras for eye tracking. Our prototype supports personalizable lens positioning to accommodate for different interocular distances. On the software side, a model-based calibration procedure adjusts the eye tracking system and gaze estimation to varying lens positions. Challenges such as partial occlusions due to the lens holders and eye lids are handled by a novel robust monocular pupil-tracking approach. We present four applications of our work: Gaze map estimation, foveated rendering for depth of field, gaze-contingent level-of-detail, and gaze control of virtual avatars. Michael Stengel, Steve Grogorick, Martin Eisemann, Elmar Eisemann, Marcus A. Magnor |
ACM Multimedia | 4 |
| 2015 | Non-obscuring binocular eye tracking for wide field-of-view head-mounted-displaysabstractWe present a complete hardware and software solution for integrating binocular eye tracking into current state-of-the-art lens-based Head-mounted Displays (HMDs) without affecting the user's wide field-of-view off the display. The system uses robust and efficient new algorithms for calibration and pupil tracking and allows realtime eye tracking and gaze estimation. Estimating the relative gaze direction of the user opens the door to a much wider spectrum of virtual reality applications and games when using HMDs. We show a 3d-printed prototype of a low-cost HMD with eye tracking that is simple to fabricate and discuss a variety of VR applications utilizing gaze estimation. Michael Stengel, Steve Grogorick, Martin Eisemann, Elmar Eisemann, Marcus A. Magnor |
VR | 4 |
| 2015 | General and Robust Error Estimation and Reconstruction for Monte Carlo RenderingabstractAbstract Adaptive filtering techniques have proven successful in handling non‐uniform noise in Monte‐Carlo rendering approaches. A recent trend is to choose an optimal filter per pixel from a selection of non spatially‐varying filters. Nonetheless, the best filter choice is difficult to predict in the absence of a reference rendering. Our approach relies on the observation that the reconstruction error is locally smooth for a given filter. Hence, we propose to construct a dense error prediction from a small set of sparse but robust estimates. The filter selection is then formulated as a non‐local optimization problem, which we solve via graph cuts, to avoid visual artifacts due to inconsistent filter choices. Our approach does not impose any restrictions on the used filters, outperforms previous state‐of‐the‐art techniques and provides an extensible framework for future reconstruction techniques. Pablo Bauszat, Martin Eisemann, Elmar Eisemann, Marcus A. Magnor |
Comput. Graph. Forum | 3 |
| 2015 | Modeling Luminance Perception at Absolute ThresholdabstractAbstract When human luminance perception operates close to its absolute threshold, i. e., the lowest perceivable absolute values, appearance changes substantially compared to common photopic or scotopic vision. In particular, most observers report perceiving temporally‐varying noise. Two reasons are physiologically plausible; quantum noise (due to the low absolute number of photons) and spontaneous photochemical reactions. Previously, static noise with a normal distribution and no account for absolute values was combined with blue hue shift and blur to simulate scotopic appearance on a photopic display for movies and interactive applications (e.g., games). We present a computational model to reproduce the specific distribution and dynamics of “scotopic noise” for specific absolute values. It automatically introduces a perceptually‐calibrated amount of noise for a specific luminance level and supports animated imagery. Our simulation runs in milliseconds at HD resolution using graphics hardware and favorably compares to simpler alternatives in a perceptual experiment. Petr Kellnhofer, Tobias Ritschel 0001, Karol Myszkowski, Elmar Eisemann, Hans-Peter Seidel |
Comput. Graph. Forum | 4 |
| 2015 | Temporal Video Filtering and Exposure Control for Perceptual Motion BlurabstractWe propose the computation of a perceptual motion blur in videos. Our technique takes the predicted eye motion into account when watching the video. Compared to traditional motion blur recorded by a video camera our approach results in a perceptual blur that is closer to reality. This postprocess can also be used to simulate different shutter effects or for other artistic purposes. It handles real and artificial video input, is easy to compute and has a low additional cost for rendered content. We illustrate its advantages in a user study using eye tracking. Michael Stengel, Pablo Bauszat, Martin Eisemann, Elmar Eisemann, Marcus A. Magnor |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2014 | Integrating semantics and narrative world generation
Quinn Kybartas, Rafael Bidarra, Elmar Eisemann |
FDG | 3 |
| 2014 | Prefiltered single scatteringabstractVolumetric light scattering is a complex phenomenon that is difficult to simulate in real time as light can be scattered towards the camera from everywhere in space. By assuming a single-scattering model, we can transform the usually-employed ray-marching into an efficient ray-independent texture filtering process. Our algorithm builds upon a rectified shadow map as input and we propose an efficient rectification scheme, which could be used by other approaches as well. The resulting scattering method is very fast and almost independent of the screen resolution, but it still produces near-reference results. These properties make it a good candidate for performance-critical applications, such as games. Oliver Klehm, Hans-Peter Seidel, Elmar Eisemann |
I3D | 3 |
| 2014 | Perceptual depth compression for stereo applicationsabstractAbstract Conventional depth video compression uses video codecs designed for color images. Given the performance of current encoding standards, this solution seems efficient. However, such an approach suffers from many issues stemming from discrepancies between depth and light perception. To exploit the inherent limitations of human depth perception, we propose a novel depth compression method that employs a disparity perception model. In contrast to previous methods, we account for disparity masking, and model a distinct relation between depth perception and contrast in luminance. Our solution is a natural extension to the H.264 codec and can easily be integrated into existing decoders. It significantly improves both the compression efficiency without sacrificing visual quality of depth of rendered content, and the output of depth‐reconstruction algorithms or depth cameras. Dawid Pajak, Robert Herzog, Radoslaw Mantiuk, Piotr Didyk, Elmar Eisemann, Karol Myszkowski, Kari Pulli |
Comput. Graph. Forum | 5 |
| 2014 | Property and Lighting Manipulations for Static Volume Stylization Using a Painting MetaphorabstractAlthough volumetric phenomena are important for realistic rendering and can even be a crucial component in the image, the artistic control of the volume's appearance is challenging. Appropriate tools to edit volume properties are missing, which can make it necessary to use simulation results directly. Alternatively, high-level modifications that are rarely intuitive, e.g., the tweaking of noise function parameters, can be utilized. Our work introduces a solution to stylize single-scattering volumetric effects in static volumes. Hereby, an artistic and intuitive control of emission, scattering and extinction becomes possible, while ensuring a smooth and coherent appearance when changing the viewpoint. Our method is based on tomographic reconstruction, which we link to the volumetric rendering equation. It analyzes a number of target views provided by the artist and adapts the volume properties to match the appearance for the given perspectives. Additionally, we describe how we can optimize for the environmental lighting to match a desired scene appearance, while keeping volume properties constant. Finally, both techniques can be combined. We demonstrate several use cases of our approach and illustrate its effectiveness. Oliver Klehm, Ivo Ihrke, Hans-Peter Seidel, Elmar Eisemann |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2013 | Volume stylizer: tomography-based volume paintingabstractVolumetric phenomena are an integral part of standard rendering, yet, no suitable tools to edit characteristic properties are available so far. Either simulation results are used directly, or modifications are high-level, e.g., noise functions to influence appearance. Intuitive artistic control is not possible. Oliver Klehm, Ivo Ihrke, Hans-Peter Seidel, Elmar Eisemann |
I3D | 4 |
| 2013 | Practical Real-Time Lens-Flare RenderingabstractAbstract We present a practical real‐time approach for rendering lens‐flare effects. While previous work employed costly ray tracing or complex polynomial expressions, we present a coarser, but also significantly faster solution. Our method is based on a first‐order approximation of the ray transfer in an optical system, which allows us to derive a matrix that maps lens flare‐producing light rays directly to the sensor. The resulting approach is easy to implement and produces physically‐plausible images at high framerates on standard off‐the‐shelf graphics hardware. Sungkil Lee 0002, Elmar Eisemann |
Comput. Graph. Forum | 2 |
| 2013 | A reconfigurable camera add-on for high dynamic range, multispectral, polarization, and light-field imagingabstractWe propose a non-permanent add-on that enables plenoptic imaging with standard cameras. Our design is based on a physical copying mechanism that multiplies a sensor image into a number of identical copies that still carry the plenoptic information of interest. Via different optical filters, we can then recover the desired information. A minor modification of the design also allows for aperture sub-sampling and, hence, light-field imaging. As the filters in our design are exchangeable, a reconfiguration for different imaging purposes is possible. We show in a prototype setup that high dynamic range, multispectral, polarization, and light-field imaging can be achieved with our design. Alkhazur Manakov, John F. Restrepo, Oliver Klehm, Ramón Hegedüs, Elmar Eisemann, Hans-Peter Seidel, Ivo Ihrke |
ACM Trans. Graph. | 5 |
| 2012 | 3D Material Style TransferabstractAbstract This work proposes a technique to transfer the material style or mood from a guide source such as an image or video onto a target 3D scene. It formulates the problem as a combinatorial optimization of assigning discrete materials extracted from the guide source to discrete objects in the target 3D scene. The assignment is optimized to fulfill multiple goals: overall image mood based on several image statistics; spatial material organization and grouping as well as geometric similarity between objects that were assigned to similar materials. To be able to use common uncalibrated images and videos with unknown geometry and lighting as guides, a material estimation derives perceptually plausible reflectance, specularity, glossiness, and texture. Finally, results produced by our method are compared to manual material assignments in a perceptual study. Chuong H. Nguyen, Tobias Ritschel 0001, Karol Myszkowski, Elmar Eisemann, Hans-Peter Seidel |
Comput. Graph. Forum | 4 |
| 2012 | A Computational Model of AfterimagesabstractAbstract Afterimages are optical illusions, particularly well perceived when fixating an image for an extended period of time and then looking at a neutral background, where an inverted copy of the original stimulus appears. The full mechanism that produces the perceived specific colors and shapes is complex and not entirely understood, but most of the important attributes can be well explained by bleaching of retinal photoreceptors (retinal kinetics). We propose a model to compute afterimages that allows us to simulate their temporal, color and time‐frequency behavior. Using this model, high dynamic range (HDR) content can be processed to add realistic afterimages to low dynamic range (LDR) media. Hereby, our approach helps in conveying the original source's luminance and contrast. It can be applied in real‐time on full‐HD HDR content using standard graphics hardware. Finally, our approach is validated in a perceptual study. Tobias Ritschel 0001, Elmar Eisemann |
Comput. Graph. Forum | 2 |
| 2012 | Temporal Coherence Methods in Real-Time RenderingabstractAbstract Nowadays, there is a strong trend towards rendering to higher‐resolution displays and at high frame rates. This development aims at delivering more detail and better accuracy, but it also comes at a significant cost. Although graphics cards continue to evolve with an ever‐increasing amount of computational power, the speed gain is easily counteracted by increasingly complex and sophisticated shading computations. For real‐time applications, the direct consequence is that image resolution and temporal resolution are often the first candidates to bow to the performance constraints (e.g. although full HD is possible, PS3 and XBox often render at lower resolutions). In order to achieve high‐quality rendering at a lower cost, one can exploit temporal coherence (TC). The underlying observation is that a higher resolution and frame rate do not necessarily imply a much higher workload, but a larger amount of redundancy and a higher potential for amortizing rendering over several frames. In this survey, we investigate methods that make use of this principle and provide practical and theoretical advice on how to exploit TC for performance optimization. These methods not only allow incorporating more computationally intensive shading effects into many existing applications, but also offer exciting opportunities for extending high‐end graphics applications to lower‐spec consumer‐level hardware. To this end, we first introduce the notion and main concepts of TC, including an overview of historical methods. We then describe a general approach, image‐space reprojection, with several implementation algorithms that facilitate reusing shading information across adjacent frames. We also discuss data‐reuse quality and performance related to reprojection techniques. Finally, in the second half of this survey, we demonstrate various applications that exploit TC in real‐time rendering. Daniel Scherzer, Lei Yang 0006, Oliver Mattausch, Diego F. Nehab, Pedro V. Sander, Michael Wimmer 0001, Elmar Eisemann |
Comput. Graph. Forum | 7 |
| 2012 | A luminance-contrast-aware disparity model and applicationsabstractBinocular disparity is one of the most important depth cues used by the human visual system. Recently developed stereo-perception models allow us to successfully manipulate disparity in order to improve viewing comfort, depth discrimination as well as stereo content compression and display. Nonetheless, all existing models neglect the substantial influence of luminance on stereo perception. Our work is the first to account for the interplay of luminance contrast (magnitude/frequency) and disparity and our model predicts the human response to complex stereo-luminance images. Besides improving existing disparity-model applications (e.g., difference metrics or compression), our approach offers new possibilities, such as joint luminance contrast and disparity manipulation or the optimization of auto-stereoscopic content. We validate our results in a user study, which also reveals the advantage of considering luminance contrast and its significant impact on disparity manipulation techniques. Piotr Didyk, Tobias Ritschel 0001, Elmar Eisemann, Karol Myszkowski, Hans-Peter Seidel, Wojciech Matusik |
ACM Trans. Graph. | 3 |
| 2012 | Precomputed Safety Shapes for Efficient and Accurate Height-Field RenderingabstractHeight fields have become an important element of realistic real-time image synthesis to represent surface details. In this paper, we focus on the frequent case of static height-field data, for which we can precompute acceleration structures. While many rendering algorithms exist that impose tradeoffs between speed and accuracy, we show that even accurate rendering can be combined with high performance. A careful analysis of the surface defined by the height values, leads to an efficient and accurate precomputation method. As a result, each texel stores a safety shape inside which a ray cannot cross the surface twice. This property ensures that no intersections are missed during the efficient marching method. Our analysis is general and can even consider visibility constraints that are robustly integrated into the precomputation. Further, we propose a particular instance of safety shapes with little memory overhead, which results in a rendering algorithm that outperforms existing methods, both in terms of accuracy and performance. Lionel Baboud, Elmar Eisemann, Hans-Peter Seidel |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2011 | Automatic photo-to-terrain alignment for the annotation of mountain picturesabstractWe present a system for the annotation and augmentation of mountain photographs. The key issue resides in the registration of a given photograph with a 3D geo-referenced terrain model. Typical outdoor images contain little structural information, particularly mountain scenes whose aspect changes drastically across seasons and varying weather conditions. Existing approaches usually fail on such difficult scenarios. To avoid the burden of manual registration, we propose a novel automatic technique. Given only a viewpoint and FOV estimates, the technique is able to automatically derive the pose of the camera relative to the geometric terrain model. We make use of silhouette edges, which are among most reliable features that can be detected in the targeted situations. Using an edge detection algorithm, our technique then searches for the best match with silhouette edges rendered using the synthetic model. We develop a robust matching metric allowing us to cope with the inevitable noise affecting detected edges (e.g. due to clouds, snow, rocks, forests, or any phenomenon not encoded in the digital model). Once registered against the model, photographs can easily be augmented with annotations (e.g. topographic data, peak names, paths), which would otherwise imply a tedious fusion process. We further illustrate various other applications, such as 3D model-assisted image enhancement, or, inversely, texturing of digital models. Lionel Baboud, Martin Cadík, Elmar Eisemann, Hans-Peter Seidel |
CVPR | 3 |
| 2011 | Interactive indirect illumination using voxel cone tracing: a previewabstractIndirect illumination is an important element for realistic image synthesis, but its computation is expensive and highly dependent on the complexity of the scene and of the BRDF of the surfaces involved. While off-line computation and pre-baking can be acceptable for some cases, many applications (games, simulators, etc.) require real-time or interactive approaches to evaluate indirect illumination. In this paper, we present a novel real-time solution that calculates two light bounces - either glossy or diffuse - using a hierarchical voxel representation generated from a regular scene mesh. Our algorithm consists of two steps. First, direct illumination information (energy and direction) is emitted from dynamic area light sources and splatted into the voxel hierarchy, accounting for possible occluders. Secondly, we draw the scene mesh and compute the illumination in the pixel shader by combining the direct illumination and the indirect illumination received from the rest of the scene. For the latter, our approach employs an approximate voxel cone tracing to efficiently collect visibility and light in the hierarchical voxel representation of the scene. Our solution offers real-time and almost geometry-independent performance with a high visual quality for complex scenes with diffuse, as well as glossy surfaces. Cyril Crassin, Fabrice Neyret, Miguel Sainz, Simon Green, Elmar Eisemann |
SI3D | 5 |
| 2011 | Multidimensional image retargetingabstractRetargeting refers to the process by which an image or video is adapted from the display device for which it was meant (target display) to another one (retarget display). The retarget display has different features from the target one such as dynamic range, discretization levels, color gamut, multi-view, and refresh rate spatial resolution. This is a very relevant topic in graphics, given the increasing number of display devices from large, high-contrast screens to small cell phones with limited dynamic range; a lot of techniques are being published in different venues, and it's hard to keep up. For most cases retargeting can be an ill-posed problem, for example in the process of displaying Low Dynamic Range (LDR) or 8-bit content on High Dynamic Range (HDR) displays. Such a problem requires the retargeting algorithm to generate new content which is missing in the input image/frame. In this course, we will present the latest solutions and techniques for retargeting images along various dimensions such as dynamic range, colors, temporal and spatial resolutions, and for the first time offer a much-needed holistic view of the field. Moreover, we are going to show how to measure and analyze the changes applied to an image or video in terms of quality using both psychophysical experiments (subjective) and computational metrics (objective). The course should be of interest to anyone involved in graphics in a broader sense, given the almost unavoidable need to retarget results to different devices -from developers interested in implementing retargeting techniques, to users that just need an overall perspective. For researchers fully engaged in developing multi-dimensional retargeting techniques, this course will serve as a solid background for future algorithms. Francesco Banterle, Alessandro Artusi, Tunç Ozan Aydin, Piotr Didyk, Elmar Eisemann, Diego Gutierrez, Rafal Mantiuk, Karol Myszkowski |
SIGGRAPH Asia Courses | 5 |
| 2011 | Interactive Indirect Illumination Using Voxel Cone TracingabstractAbstract Indirect illumination is an important element for realistic image synthesis, but its computation is expensive and highly dependent on the complexity of the scene and of the BRDF of the involved surfaces. While off‐line computation and pre‐baking can be acceptable for some cases, many applications (games, simulators, etc.) require real‐time or interactive approaches to evaluate indirect illumination. We present a novel algorithm to compute indirect lighting in real‐time that avoids costly precomputation steps and is not restricted to low‐frequency illumination. It is based on a hierarchical voxel octree representation generated and updated on the fly from a regular scene mesh coupled with an approximate voxel cone tracing that allows for a fast estimation of the visibility and incoming energy. Our approach can manage two light bounces for both Lambertian and glossy materials at interactive framerates (25–70FPS). It exhibits an almost scene‐independent performance and can handle complex scenes with dynamic content thanks to an interactive octree‐voxelization scheme. In addition, we demonstrate that our voxel cone tracing can be used to efficiently estimate Ambient Occlusion. Cyril Crassin, Fabrice Neyret, Miguel Sainz, Simon Green, Elmar Eisemann |
Comput. Graph. Forum | 5 |
| 2011 | Eurographics Young Researcher Award
Elmar Eisemann |
Comput. Graph. Forum | 1 |
| 2011 | ManyLoDs: Parallel Many-View Level-of-Detail Selection for Real-Time Global IlluminationabstractAbstract Level‐of‐Detail structures are a key component for scalable rendering. Built from raw 3D data, these structures are often defined as Bounding Volume Hierarchies, providing coarse‐to‐fine adaptive approximations that are well‐adapted formany‐viewrasterization. Here, the total number of pixels in each view is usually low, while the cost of choosing the appropriate LoD for each view is high. This task represents a challenge for existing GPU algorithms. We propose ManyLoDs, a new GPU algorithm to efficiently compute many LoDs from a Bounding Volume Hierarchy in parallel by balancing the workload within and among LoDs. Our approach is not specific to a particular rendering technique, can be used on lazy representations such as polygon soups, and can handle dynamic scenes. We apply our method to various many‐view rasterization applications, including Instant Radiosity, Point‐Based Global Illumination, and reflection/refraction mapping. For each of these, we achieve real‐time performance in complex scenes at high resolutions. Matthias Holländer, Tobias Ritschel 0001, Elmar Eisemann, Tamy Boubekeur |
Comput. Graph. Forum | 3 |
| 2011 | Scalable Remote Rendering with Depth and Motion-flow Augmented StreamingabstractAbstract In this paper, we focus on efficient compression and streaming of frames rendered from a dynamic 3D model. Remote rendering and on‐the‐fly streaming become increasingly attractive for interactive applications. Data is kept confidential and only images are sent to the client. Even if the client's hardware resources are modest, the user can interact with state‐of‐the‐art rendering applications executed on the server. Our solution focuses on augmented video information, e.g., by depth, which is key to increase robustness with respect to data loss, image reconstruction, and is an important feature for stereo vision and other client‐side applications. Two major challenges arise in such a setup. First, the server workload has to be controlled to support many clients, second the data transfer needs to be efficient. Consequently, our contributions are twofold. First, we reduce the server‐based computations by making use of sparse sampling and temporal consistency to avoid expensive pixel evaluations. Second, our data‐transfer solution takes limited bandwidths into account, is robust to information loss, and compression and decompression are efficient enough to support real‐time interaction. Our key insight is to tailor our method explicitly for rendered 3D content and shift some computations on client GPUs, to better balance the server/client workload. Our framework is progressive, scalable, and allows us to stream augmented high‐resolution (e.g., HD‐ready) frames with small bandwidth on standard hardware. Dawid Pajak, Robert Herzog, Elmar Eisemann, Karol Myszkowski, Hans-Peter Seidel |
Comput. Graph. Forum | 3 |
| 2011 | Making Imperfect Shadow Maps View-Adaptive: High-Quality Global Illumination in Large Dynamic ScenesabstractAbstract We propose an algorithm to compute interactive indirect illumination in dynamic scenes containing millions of triangles. It makes use of virtual point lights (VPL) to compute bounced illumination and a point‐based scene representation to query indirect visibility, similar to Imperfect Shadow Maps (ISM). To ensure a high fidelity of indirect light and shadows, our solution is made view‐adaptive by means of two orthogonal improvements: First, the VPL distribution is chosen to provide more detail, that is, more dense VPL sampling, where these contribute most to the current view. Second, the scene representation for indirect visibility is adapted to ensure geometric detail where it affects indirect shadows in the current view. Tobias Ritschel 0001, Elmar Eisemann, Inwoo Ha, James Dokyoon Kim, Hans-Peter Seidel |
Comput. Graph. Forum | 2 |
| 2011 | Learning Line Features in 3D GeometryabstractAbstract Feature detection in geometric datasets is a fundamental tool for solving shape matching problems such as partial symmetry detection. Traditional techniques usually employ a priori models such as crease lines that are unspecific to the actual application. Our paper examines the idea of learning geometric features. We introduce a formal model for a class of linear feature constellations based on a Markov chain model and propose a novel, efficient algorithm for detecting a large number of features simultaneously. After a short user‐guided training stage, in which one or a few example lines are sketched directly onto the input data, our algorithm automatically finds all pieces of geometry similar to the marked areas. In particular, the algorithm is able recognize larger classes of semantically similar but geometrically varying features, which is very difficult using unsupervised techniques. In a number of experiments, we apply our technique to point cloud data from 3D scanners. The algorithm is able to detect features with very low rates of false positives and negatives and to recognize broader classes of similar geometry (such as “windows” in a building scan) even from few training examples, thereby significantly improving over previous unsupervised techniques. Martin Sunkel, Silke Jansen, Michael Wand 0001, Elmar Eisemann, Hans-Peter Seidel |
Comput. Graph. Forum | 4 |
| 2011 | A perceptual model for disparityabstractBinocular disparity is an important cue for the human visual system to recognize spatial layout, both in reality and simulated virtual worlds. This paper introduces a perceptual model of disparity for computer graphics that is used to define a metric to compare a stereo image to an alternative stereo image and to estimate the magnitude of the perceived disparity change. Our model can be used to assess the effect of disparity to control the level of undesirable distortions or enhancements (introduced on purpose). A number of psycho-visual experiments are conducted to quantify the mutual effect of disparity magnitude and frequency to derive the model. Besides difference prediction, other applications include compression, and re-targeting. We also present novel applications in form of hybrid stereo images and backward-compatible stereo. The latter minimizes disparity in order to convey a stereo impression if special equipment is used but produces images that appear almost ordinary to the naked eye. The validity of our model and difference metric is again confirmed in a study. Piotr Didyk, Tobias Ritschel 0001, Elmar Eisemann, Karol Myszkowski, Hans-Peter Seidel |
ACM Trans. Graph. | 3 |
| 2011 | Physically-based real-time lens flare renderingabstractLens flare is caused by light passing through a photographic lens system in an unintended way. Often considered a degrading artifact, it has become a crucial component for realistic imagery and an artistic means that can even lead to an increased perceived brightness. So far, only costly offline processes allowed for convincing simulations of the complex light interactions. In this paper, we present a novel method to interactively compute physically-plausible flare renderings for photographic lenses. The underlying model covers many components that are important for realism, such as imperfections, chromatic and geometric lens aberrations, and antireflective lens coatings. Various acceleration strategies allow for a performance/quality tradeoff, making our technique applicable both in real-time applications and in high-quality production rendering. We further outline artistic extensions to our system. Matthias B. Hullin, Elmar Eisemann, Hans-Peter Seidel, Sungkil Lee 0002 |
ACM Trans. Graph. | 2 |
| 2010 | Photo zoom: high resolution from unordered image collections
Martin Eisemann, Elmar Eisemann, Hans-Peter Seidel, Marcus A. Magnor |
Graphics Interface | 2 |
| 2010 | Spatio-temporal upsampling on the GPUabstractPixel processing is becoming increasingly expensive for real-time applications due to the complexity of today's shaders and high-resolution framebuffers. However, most shading results are spatially or temporally coherent, which allows for sparse sampling and reuse of neighboring pixel values. This paper proposes a simple framework for spatio-temporal upsampling on modern GPUs. In contrast to previous work, which focuses either on temporal or spatial processing on the GPU, we exploit coherence in both. Our algorithm combines adaptive motion-compensated filtering over time and geometry-aware upsampling in image space. It is robust with respect to high-frequency temporal changes, and achieves substantial performance improvements by limiting the number of recomputed samples per frame. At the same time, we increase the quality of spatial upsampling by recovering missing information from previous frames. This temporal strategy also allows us to ensure that the image converges to a higher quality result. Robert Herzog, Elmar Eisemann, Karol Myszkowski, Hans-Peter Seidel |
SI3D | 2 |
| 2010 | Perceptually-motivated Real-time Temporal Upsampling of 3D Content for High-refresh-rate DisplaysabstractAbstract High‐refresh‐rate displays (e. g., 120 Hz) have recently become available on the consumer market and quickly gain on popularity. One of their aims is to reduce the perceived blur created by moving objects that are tracked by the human eye. However, an improvement is only achieved if the video stream is produced at the same high refresh rate (i. e. 120 Hz). Some devices, such as LCD TVs, solve this problem by converting low‐refresh‐rate content (i. e. 50 Hz PAL) into a higher temporal resolution (i. e. 200 Hz) based on two‐dimensional optical flow. In our approach, we will show how rendered three‐dimensional images produced by recent graphics hardware can be up‐sampled more efficiently resulting in higher quality at the same time. Our algorithm relies on several perceptual findings and preserves the naturalness of the original sequence. A psychophysical study validates our approach and illustrates that temporally up‐sampled video streams are preferred over the standard low‐rate input by the majority of users. We show that our solution improves task performance on high‐refresh‐rate displays. Piotr Didyk, Elmar Eisemann, Tobias Ritschel 0001, Karol Myszkowski, Hans-Peter Seidel |
Comput. Graph. Forum | 2 |
| 2010 | Apparent display resolution enhancement for moving imagesabstractLimited spatial resolution of current displays makes the depiction of very fine spatial details difficult. This work proposes a novel method applied to moving images that takes into account the human visual system and leads to an improved perception of such details. To this end, we display images rapidly varying over time along a given trajectory on a high refresh rate display. Due to the retinal integration time the information is fused and yields apparent super-resolution pixels on a conventional-resolution display. We discuss how to find optimal temporal pixel variations based on linear eye-movement and image content and extend our solution to arbitrary trajectories. This step involves an efficient method to predict and successfully treat potentially visible flickering. Finally, we evaluate the resolution enhancement in a perceptual study that shows that significant improvements can be achieved both for computer generated images and photographs. Piotr Didyk, Elmar Eisemann, Tobias Ritschel 0001, Karol Myszkowski, Hans-Peter Seidel |
ACM Trans. Graph. | 2 |
| 2010 | Real-time lens blur effects and focus controlabstractWe present a novel rendering system for defocus blur and lens effects. It supports physically-based rendering and outperforms previous approaches by involving a novel GPU-based tracing method. Our solution achieves more precision than competing real-time solutions and our results are mostly indistinguishable from offline rendering. Our method is also more general and can integrate advanced simulations, such as simple geometric lens models enabling various lens aberration effects. These latter is crucial for realism, but are often employed in artistic contexts, too. We show that available artistic lenses can be simulated by our method. In this spirit, our work introduces an intuitive control over depth-of-field effects. The physical basis is crucial as a starting point to enable new artistic renderings based on a generalized focal surface to emphasize particular elements in the scene while retaining a realistic look. Our real-time solution provides realistic, as well as plausible expressive results. Sungkil Lee 0002, Elmar Eisemann, Hans-Peter Seidel |
ACM Trans. Graph. | 2 |
| 2009 | GigaVoxels: ray-guided streaming for efficient and detailed voxel renderingabstractWe propose a new approach to efficiently render large volumetric data sets. The system achieves interactive to real-time rendering performance for several billion voxels. Cyril Crassin, Fabrice Neyret, Sylvain Lefebvre 0001, Elmar Eisemann |
SI3D | 4 |
| 2009 | A visibility algorithm for converting 3D meshes into editable 2D vector graphicsabstractArtists often need to import and embellish 3D models coming from CAD-CAM into 2D vector graphics software to produce, e.g., brochures or manuals. Current automatic solutions tend to result, at best, in a 2D triangle soup and artists often have to trace over 3D renderings. We describe a method to convert 3D models into 2D layered vector illustrations that respect visibility and facilitate further editing. Our core contribution is a visibility method that can partition a mesh into large components that can be layered according to visibility. Because self-occluding objects and objects forming occlusion cycles cannot be represented by layers without being cut, we introduce a new cut algorithm that uses a graph representation of the mesh and curvature-aware geodesic distances. Elmar Eisemann, Sylvain Paris, Frédo Durand |
ACM Trans. Graph. | 1 |
| 2009 | Depth-of-field rendering with multiview synthesisabstractWe present a GPU-based real-time rendering method that simulates high-quality depth-of-field effects, similar in quality to multiview accumulation methods. Most real-time approaches have difficulties to obtain good approximations of visibility and view-dependent shading due to the use of a single view image. Our method also avoids the multiple rendering of a scene, but can approximate different views by relying on a layered image-based scene representation. We present several performance and quality improvements, such as early culling, approximate cone tracing, and jittered sampling. Our method achieves artifact-free results for complex scenes and reasonable depth-of-field blur in real time. Sungkil Lee 0002, Elmar Eisemann, Hans-Peter Seidel |
ACM Trans. Graph. | 2 |
| 2008 | Single-pass GPU solid voxelization for real-time applications
Elmar Eisemann, Xavier Décoret |
Graphics Interface | 1 |
| 2008 | Occlusion Textures for Plausible Soft Shadows*abstractAbstract This paper presents a new approach to compute plausible soft shadows for complex dynamic scenes and rectangular light sources. We estimate the occlusion at each point of the scene using prefiltered occlusion textures, which dynamically approximate the scene geometry. The algorithm is fast and its performance independent of the light's size. Being image‐based, it is mostly independent of the scene complexity and type. No a priori information is needed, and there is no caster/receiver separation. This makes the method appealing and easy to use. Elmar Eisemann, Xavier Décoret |
Comput. Graph. Forum | 1 |
| 2008 | Stylized Vector Art from 3D Models with Region SupportabstractAbstract We describe a rendering system that converts a 3D meshed model into the stylized 2D filled‐region vector‐art commonly found in clip‐art libraries. To properly define filled regions, we analyze and combine accurate but jagged face‐normal contours with smooth but inaccurate interpolated vertex normal contours, and construct a new smooth shadow contour that properly surrounds the actual jagged shadow contour. We decompose region definition into geometric and topological components, using machine precision for geometry processing and raster‐precision to accelerate topological queries. We extend programmable stylization to simplify, smooth and stylize filled regions. The result renders 10K‐face meshes into custom clip‐art in seconds. Elmar Eisemann, Holger Winnemöller, John C. Hart, David Salesin |
Comput. Graph. Forum | 1 |
| 2008 | Sample Based Visibility for Soft Shadows using Alias-free Shadow MapsabstractAbstract This paper introduces an accurate real‐time soft shadow algorithm that uses sample based visibility. Initially, we present a GPU‐based alias‐free hard shadow map algorithm that typically requires only a single render pass from the light, in contrast to using depth peeling and one pass per layer. For closed objects, we also suppress the need for a bias. The method is extended to soft shadow sampling for an arbitrarily shaped area‐/volumetric light source using 128‐1024 light samples per screen pixel. The alias‐free shadow map guarantees that the visibility is accurately sampled per screen‐space pixel, even for arbitrarily shaped (e.g. non‐planar) surfaces or solid objects. Another contribution is a smooth coherent shading model to avoid common light leakage near shadow borders due to normal interpolation. Erik Sintorn, Elmar Eisemann, Ulf Assarsson |
Comput. Graph. Forum | 2 |
| 2008 | Clip Art Rendering of Smooth IsosurfacesabstractClip art is a simplified illustration form consisting of layered filled polygons or closed curves used to convey 3D shape information in a 2D vector graphics format. This paper focuses on the problem of direct conversion of smooth surfaces, ranging from the free-form shapes of art and design to the mathematical structures of geometry and topology, into a clip art form suitable for illustration use in books, papers and presentations. We show how to represent silhouette, shadow, gleam and other surface feature curves as the intersection of implicit surfaces, and derive equations for their efficient interrogation via particle chains. We further describe how to sort, orient, identify and fill the closed regions that overlay to form clip art. We demonstrate the results with numerous renderings used to illustrate the paper itself. Matei Stroila, Elmar Eisemann, John Hart |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2007 | On Exact Error Bounds for View-Dependent SimplificationabstractAbstract In this article we present an analytical closed‐form expression to ensure exact error bounds for view‐dependent simplification which is of importance for several algorithms. The present work contains proofs and solutions for the general 2D case and particular 3D cases. Most preceding works rely on coarse heuristics, that might fail and/or restrict movements or object representations. We introduce the notion of validity regions as the complete set of possible simplifications respecting a given error bound between the object and its simplification. The approach handles arbitrary polygonal viewcells which allow for free movement in the interior. We show how to compute these regions for mesh points and faces. Since the validity region of a face accounts for all its points, properties like silhouette preservation and textures are gracefully handled. This is not the case if the error is controlled only at the face's vertices or edges. Elmar Eisemann, Xavier Décoret |
Comput. Graph. Forum | 1 |
| 2007 | Visibility Sampling on GPU and ApplicationsabstractAbstract In this paper, we show how recent GPUs can be used to very efficiently and conveniently sample the visibility between two surfaces, given a set of occluding triangles. We use bitwise arithmetics to evaluate, encode, and combine the samples blocked by each triangle. In particular, the number of operations is almost independent of the number of samples. Our method requires no CPU/GPU transfers, is fully implemented as geometric, vertex and fragment shaders, and thus does not impose to modify the way the geometry is sent to the graphics card. We finally present applications to soft shadows, and visibility analysis for level design. Elmar Eisemann, Xavier Décoret |
Comput. Graph. Forum | 1 |
| 2006 | Fast scene voxelization and applicationsabstractThis paper presents a novel approach that uses graphics hardware to dynamically calculate a voxel-based representation of a scene. The voxelization is obtained on run-time in the order of milliseconds, even for complex and dynamic scenes containing more than 1,000,000 polygons. The voxelization is created and stored on the GPU avoiding unnecessary data transfer. The approach can handle both regular grids and locally optimized grids that better fit the scene geometry. The paper demonstrates applications to shadow calculation, refraction simultation and shadow volume culling/clamping. Elmar Eisemann, Xavier Décoret |
SI3D | 1 |
| 2004 | Flash photography enhancement via intrinsic relightingabstractWe enhance photographs shot in dark environments by combining a picture taken with the available light and one taken with the flash. We preserve the ambiance of the original lighting and insert the sharpness from the flash image. We use the bilateral filter to decompose the images into detail and large scale. We reconstruct the image using the large scale of the available lighting and the detail of the flash. We detect and correct flash shadows. This combines the advantages of available illumination and flash photography. Elmar Eisemann, Frédo Durand |
ACM Trans. Graph. | 1 |