An Information-Theoretic Framework for Flow Visualization
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Ink-And-Ray: Bas-Relief Meshes for Adding Global Illumination Effects to Hand-Drawn Characters
Ink-and-Ray: Bas-Relief Meshes for Adding Global Illumination Effects to Hand-Drawn Characters DANIEL SYKORA´ CTU in Prague, FEE and LADISLAV KAVAN University of Pennsylvania / ETH Zurich and MARTIN CADˇ ´IK MPI Informatik / CTU in Prague, FEE / Brno University of Technology and ONDREJˇ JAMRISKAˇ CTU in Prague, FEE and ALEC JACOBSON ETH Zurich and BRIAN WHITED and MARYANN SIMMONS Walt Disney Animation Studios and OLGA SORKINE-HORNUNG ETH Zurich We present a new approach for generating global illumination renderings produce convincing global illumination effects, including self-shadowing, of hand-drawn characters using only a small set of simple annotations. Our glossy reflections, and diffuse color bleeding. system exploits the concept of bas-relief sculptures, making it possible to Categories and Subject Descriptors: I.3.7 [Computer Graphics]: Three- generate 3D proxies suitable for rendering without requiring side-views or Dimensional Graphics and Realism—Color, shading, shadowing, and tex- extensive user input. We formulate an optimization process that automat- ture; I.3.5 [Computer Graphics]: Computational Geometry and Object ically constructs approximate geometry sufficient to evoke the impression Modeling—Curve, surface, solid, and object representations of a consistent 3D shape. The resulting renders provide the richer styliza- tion capabilities of 3D global illumination while still retaining the 2D hand- General Terms: Algorithms, Design, Human Factors drawn look-and-feel. We demonstrate our approach on a varied set of hand- Additional Key Words and Phrases: Cartoons, global illumination, non- drawn images and animations, showing that even in comparison to ground- photorelasitic rendering, 2D-to-3D conversion, bas-relief truth renderings of full 3D objects, our bas-relief approximation is able to ACM Reference Format: Daniel Sykora,´ Ladislav Kavan, Martin Cadˇ ´ık, Ondrejˇ Jamriska,ˇ Alec Ja- Authors’ addresses: Daniel Sykora,´ (Current address) DCGI FEE CTU in cobson, Maryann Simmons, Brian Whited, Olga Sorkine-Hornung. -
Diffusion Curves: a Vector Representation for Smooth-Shaded Images
Diffusion Curves: A Vector Representation for Smooth-Shaded Images Alexandrina Orzan1;2 Adrien Bousseau1;2;3 Holger Winnemoller¨ 3 Pascal Barla1 Joelle¨ Thollot1;2 David Salesin3;4 1INRIA 2Grenoble University 3Adobe Systems 4University of Washington Figure 1: Diffusion curves (left), and the corresponding color image (right). Note the complex shading on the folds and blur on the face. Abstract 1 Introduction We describe a new vector-based primitive for creating smooth- Vector graphics, in which primitives are defined geometrically, shaded images, called the diffusion curve. A diffusion curve parti- dates back to the earliest days of our field. Early cathode-ray tubes, tions the space through which it is drawn, defining different colors starting with the Whirlwind-I in 1950, were all vector displays, on either side. These colors may vary smoothly along the curve. In while the seminal Sketchpad system [Sutherland 1980] allowed addition, the sharpness of the color transition from one side of the users to manipulate geometric primitives like points, lines, and curve to the other can be controlled. Given a set of diffusion curves, curves. Raster graphics provides an alternative representation for the final image is constructed by solving a Poisson equation whose describing images via a grid of pixels rather than geometry. Raster constraints are specified by the set of gradients across all diffusion graphics arose with the advent of the framebuffer in the 1970s and curves. Like all vector-based primitives, diffusion curves conve- is now commonly used for storing, displaying, and editing images. niently support a variety of operations, including geometry-based However, while raster graphics offers some advantages over vector editing, keyframe animation, and ready stylization. -
Discrete Geodesic Graphs
This document is downloaded from DR‑NTU (https://dr.ntu.edu.sg) Nanyang Technological University, Singapore. Discrete geodesic graphs Fang, Zheng 2019 Fang, Z. (2019). Discrete geodesic graphs. Doctoral thesis, Nanyang Technological University, Singapore. https://hdl.handle.net/10356/90288 https://doi.org/10.32657/10220/48533 Downloaded on 09 Oct 2021 22:19:36 SGT DISCRETE GEODESIC GRAPHS DISCRETE GEODESIC GRAPHS FANG ZHENG FANG ZHENG 2019 SCHOOL OF COMPUTER SCIENCE AND ENGINEERING 209 DISCRETE GEODESIC GRAPHS FANG ZHENG FANG ZHENG School of Computer Science and Engineering A thesis submitted to the Nanyang Technological University in fulfilment of the requirement for the degree of Doctor of Philosophy 209 Statement of Originality I hereby certify that the work embodied in this thesis is the result of original research, is free of plagiarised materials, and has not been submitted for a higher degree to any other University or Institution. 28 May 2019. Fang Zheng . .. Date Supervisor Declaration Statement I have reviewed the content and presentation style of this thesis and declare it is free of plagiarism and of sufficient grammatical clarity to be examined. To the best of my knowledge, the research and writing are those of the candidate except as acknowledged in the Author Attribution Statement. I confirm that the investigations were conducted in accord with the ethics policies and integrity standards of Nanyang Technological University and that the research data are presented honestly and without prejudice. 28 May 2019 . He Ying . Date Authorship Attribution Statement This thesis contains material from 3 paper(s) published in the following peer-reviewed journal(s) / from papers accepted at conferences in which I am listed as an author. -
Biharmonic Diffusion Curve Images from Boundary Elements
Biharmonic Diffusion Curve Images from Boundary Elements Peter Ilbery∗1, Luke Kendall1, Cyril Concolato2, Michael McCosker1 1Canon Information Systems Research Australia (CiSRA), 2Institut Mines-Tel´ ecom;´ Tel´ ecom´ ParisTech; CNRS LTCI Figure 1: Boundary element rendering of biharmonic diffusion curve images. From left to right: toys image; sharp-profile (solid) and smooth-profile (dotted) curves of the toys image, with thumbnail images below showing examples of the 4 building block segment fields; car image and pumpkin image. The above images are c CiSRA; the toys image is a CiSRA re-creation of a photograph taken by C. Concolato. Abstract 1 Introduction There is currently significant interest in freeform, curve-based au- thoring of graphic images. In particular, “diffusion curves” facili- Vector graphic images are easily editable and scalable, with com- tate graphic image creation by allowing an image designer to spec- pact representations. A key issue for the creation of naturalistic ify naturalistic images by drawing curves and setting colour values vector graphic images is how an image designer specifies colour along either side of those curves. Recently, extensions to diffu- variation (“colour gradients”) in the image. sion curves based on the biharmonic equation have been proposed Diffusion curves. [Orzan et al. 2008], [Orzan et al. 2013] propose which provide smooth interpolation through specified colour values “diffusion curves” for image designers to specify colour variation and allow image designers to specify colour gradient constraints at by drawing curves, setting colour values at sparse points along ei- curves. We present a Boundary Element Method (BEM) for ren- ther side of the curves, and setting “degree of blur” values at sparse dering diffusion curve images with smooth interpolation and gradi- points along the curves. -
Freeform Vector Graphics with Controlled Thin-Plate Splines
Freeform Vector Graphics with Controlled Thin-Plate Splines Mark Finch John Snyder Hugues Hoppe Microsoft Research Figure 1: We build on thin-plate splines to enrich vector graphics with a variety of powerful and intuitive controls. Abstract Our approach builds on thin-plate splines (TPS) [Courant and Hilbert 1953], which define a higher-order interpolating function Recent work defines vector graphics using diffusion between col- that is “as-harmonic-as-possible”. This smoothness objective ored curves. We explore higher-order fairing to enable more nat- overcomes previous limitations (Figure2). Thin-plate splines ural interpolation and greater expressive control. Specifically, we have been applied in several areas including geometric modeling build on thin-plate splines which provide smoothness everywhere [e.g. Welch and Witkin 1992; Botsch and Kobbelt 2004; Sorkine except at user-specified tears and creases (discontinuities in value and Cohen-Or 2004; Botsch and Sorkine 2008], computer vision and derivative respectively). Our system lets a user sketch discon- [Terzopoulos 1983], and machine learning [Bookstein 1989]. They tinuity curves without fixing their colors, and sprinkle color con- have also been adapted to allow discontinuity control with explicit straints at sparse interior points to obtain smooth interpolation sub- tears and creases [Terzopoulos 1988]. We extend these controls and ject to the outlines. We refine the representation with novel con- demonstrate their usefulness in vector graphics authoring. tour and slope curves, which anisotropically constrain interpolation derivatives. Compound curves further increase editing power by ex- In the simplest case, an artist sketches some outlines (tears) without panding a single curve into multiple offsets of various basic types fixing their colors, and specifies color constraints at a few interior (value, tear, crease, slope, and contour). -
Infinite Resolution Textures
See discussions, stats, and author profiles for this publication at: https://www.researchgate.net/publication/303939596 Infinite Resolution Textures Conference Paper · June 2016 CITATIONS READS 0 1,086 2 authors, including: Alexander Reshetov NVIDIA 19 PUBLICATIONS 410 CITATIONS SEE PROFILE All content following this page was uploaded by Alexander Reshetov on 14 June 2016. The user has requested enhancement of the downloaded file. All in-text references underlined in blue are added to the original document and are linked to publications on ResearchGate, letting you access and read them immediately. High Performance Graphics (2016) Ulf Assarsson and Warren Hunt (Editors) Infinite Resolution Textures Alexander Reshetov and David Luebke NVIDIA Figure 1: left: the new IRT sampler (top) and a traditional raster sampler (bottom). The texture is mapped onto a waving flag. Right top: green color indicates areas where the IRT sampler is effectively blended with the raster sampler; in blue areas only the raster sampler is used. Right bottom: close-up. IRT chooses the sampler dynamically by analyzing texture coordinate differentials. In all cases, only a single texel from the raster image is fetched per pixel. The original texture resolution is 533 606. The IRT sampling rate is about 6 billion texels per second on an NVIDIA GeForce GTX 980 graphics card. The image is a photograph× of the airbrush painting “Celtic Deer” © CelticArt. Abstract We propose a new texture sampling approach that preserves crisp silhouette edges when magnifying during close-up viewing, and benefits from image pre-filtering when minifying for viewing at farther distances. During a pre-processing step, we extract curved silhouette edges from the underlying images. -
Texture Design and Draping in 2D Images
Eurographics Symposium on Rendering 2009 Volume 28 (2009), Number 4 Hendrik Lensch and Peter-Pike Sloan (Guest Editors) Texture Design and Draping in 2D Images H. Winnemöller1 A. Orzan1;2 L. Boissieux2 J. Thollot2 1 Adobe Systems, Inc. 2 INRIA – LJK Abstract We present a complete system for designing and manipulating regular or near-regular textures in 2D images. We place emphasis on supporting creative workflows that produce artwork from scratch. As such, our system provides tools to create, arrange, and manipulate textures in images with intuitive controls, and without requiring 3D modeling. Additionally, we ensure continued, non-destructive editability by expressing textures via a fully parametric descriptor. We demonstrate the suitability of our approach with numerous example images, created by an artist using our system, and we compare our proposed workflow with alternative 2D and 3D methods. Categories and Subject Descriptors (according to ACM CCS): Picture/Image Generation [I.3.3]: —Graphics Utilities [I.3.4]: Graphics Editors— 1. Introduction while minimizing their drawbacks. Specifically, we sup- port sketch-based minimal shape-modeling. That is, artists Textures play a vital role in human perception and have design normal fields of the minimum complexity neces- found widespread use in design and image synthesis from sary to achieve the desired image-space effect. In addition, 3D scenes. Gibson [Gib50] first described the importance of artists can locally manipulate 2D texture-coordinates using textures for the perception of optical flow, and many authors a rubber-sheet technique. Compared to 2D warping tech- have since investigated how texture variations are linked to niques, this allows for better control over affected areas, the perception of material properties and surface attributes, without requiring careful masking. -
A GPU Laplacian Solver for Diffusion Curves and Poisson Image Editing
A GPU Laplacian Solver for Diffusion Curves and Poisson Image Editing Stefan Jeschke∗ David Cline† Peter Wonka‡ Arizona State University Arizona State University Arizona State University Closest point map Rasterization Variable stencil diffusion Curves Final image Initial guess Figure 1: Diffusion curve rendering in our system. Analytical curves (left) are rasterized into a closest point map (distance map plus information about the closest curve point) and an initial guess image (middle). The initial guess is diffused by our variable stencil size solver, producing the final image (right). Abstract 1 Introduction A minimal surface, also known as a “rubber sheet”, is a function that has zero mean curvature everywhere, except at a few fixed We present a new Laplacian solver for minimal surfaces—surfaces points, called Dirichlet boundary conditions. Given a set of bound- having a mean curvature of zero everywhere except at some fixed ary points, the corresponding minimal surface can be found by solv- (Dirichlet) boundary conditions. Our solution has two main contri- ing the equation which minimizes the Laplacian ( 2G = 0) of butions: First, we provide a robust rasterization technique to trans- the solution while maintaining the boundary values.∇ This equation form continuous boundary values (diffusion curves) to a discrete shows up repeatedly in engineering contexts, and is referred to var- domain. Second, we define a variable stencil size diffusion solver iously as the homogenous Poisson equation, the Laplace equation, that solves the minimal surface problem. We prove that the solver the heat equation or the diffusion equation. We will use these terms converges to the right solution, and demonstrate that it is at least as interchangeably in the paper.