Program
TexGraph Ô07
May 17
Langford C414
Texas A&M University
Donald House, 2007 Chair
9:50 Opening Remarks
10:00 Muscle-based Facial
Animation Using Blendshapes in Superposition
Andrew Smith, Texas A&M
University
Abstract - Blendshapes are an effective tool in computer facial animation, enabling represention of muscle actions. Limitations exist, however, in the level of realism attainable under conventional use of blendshapes as non-intersecting deformations. Using the principle of superposition, it is possible to create a facial model with overlapping blendshapes and achieve more realistic performance. When blendshapes overlap, the region of intersection is in superposition and usually exhibits undesired surface interference. In such cases we use a corrective blendshape to automatically remove the interference. The result is an animatable facial model implemented in Maya which represents the effects of muscle action superposition. Performance created with our model of a known human subject is compared to 3D scan reference data and video reference data of that person. Test animation is compared to video reference footage. The test animation seems to accurately mimic the effects of actual muscle action superposition.
Bio -
Andrew Smith is a character artist at Terminal Reality, Inc. He received an
M.S. in Visualization Sciences from Texas A&M University in 2006, and a
B.S. in Computer Science in 2003, also from Texas A&M.
10:20 Example-based
Skeletonization
Can Yuksel, Texas A&M
University
Abstract -
We present a method for extracting a hierarchical, rigid skeleton from a set of
example poses. We then use this skeleton to not only reproduce the example
poses, but create new deformations in the same style as the examples. Since
rigid skeletons are used by most 3D modeling software, this skeleton and the
corresponding vertex weights can be inserted directly into existing production
pipelines. To create the skeleton, we first estimate the rigid transformations
of the bones using a fast, face clustering approach. We present an efficient
method for clustering by providing a Rigid Error Function that finds the best
rigid transformation from a set of points in a robust, space efficient manner
and supports fast clustering operations. Next, we solve for the vertex weights
and enforce locality in the resulting weight distributions. Finally, we use
these weights to determine the connectivity and joint locations of the
skeleton.
Bio Ð Can
Yuksel earned an MS in Visualization Sciences at Texas
A&M University in 2007, and a BS in
Physics, with minor in Computer Science
and Mathematics at Bogazici University, Istanbul, Turkey in 2004. He was awarded the
Pixar-Aggie Scholarship in 2006 for outstanding work on the Viza-Go-Go reel. He
will be joining Dreamworks Animation in June 2007 as an Effects Artist.
10:40 Simplifying and
Improving Sketch Recognition User Interface Creation
Tracy Hammond, Texas A&M
University
Abstract -
Sketching is a natural modality for a variety of tasks in human-human
interaction and human-computer interaction. Sketch recognition is the process
of classifying and understanding hand-shapes to allow for higher reasoning
about them later, such as performing simulations, automatic correction, or code
generation in the case of software diagrams. Sketch recognition systems have been built for a number of
domains, however, they still require significant effort and expertise to build
from scratch. We want to enable
user interface designers and domain experts to build sketch recognition systems,
rather than sketch recognition experts.
We also want these sketch recognition systems to be user-independent,
allowing sketchers to draw as they would most naturally.
To this
end, we have built a framework and system with which sketch recognition systems
can be built quickly and without sketch recognition expertise. Designers can build a sketch system by
simply sketching a single example of each of the shapes in the domain, and
specifying any contextual information to help with recognition.
As part of
our over-arching goal, we have worked on the following problems:
- Improving lower-level sketch
processing and beautification
- Creating a geometric language (which
we have named LADDER) to describe shapes based off of human perception
- Performing user studies to determine
how humans naturally describe and perceive shapes
- Determining constraint thresholds from
human perception
- Examining HCI issues of inputing shape
information
- Automatically generating a shape
description from a single drawn example using perceptual cues.
- Generating sample shape from a single
description
- Generating near miss examples to
clarify the example
- Creating a novel form of active
learning in which the system generates its own (near-miss) examples, and uses
the teacher as a source of labels.
- Creating a novel form of the version
spaces algorithm to handle interrelated constraints and has the ability to also
learn negative and disjunctive constraints
Bio - Tracy
Hammond is an assistant professor at Texas A&M University with a focus on
human perception, sketch recognition, computer human interaction, and
learning. She earned
the B.A. in math, the B.S. in
applied math, the M.S. in computer science, the M.A. in anthropology from
Columbia University and the PhD in computer science from MIT. Previously, she
taught for five years at Columbia University, and she was a telecom analyst for
four years at Goldman Sachs, where she designed, developed, implemented, and
administered global computer telephony applications.
11:10 Interactive
Creation and Editing of 3D Deformations for Human Lung Modeling
Travis McPhail, Rice
University
Abstract Ð Computed Tomography (CT) scans are one of the major tools
used in lung cancer treatment planning.
Individuals use CT scans to extract lung models and compute deformations
of patientsÕ lungs during their breath cycle. From these deformations, doctors attempt to measure
quantities such as ventilation (the rate at which air enters/leaves lungs) and
perfusion (the flow of blood in lungs).
There have been a number of attempts to automatically compute
deformations between successive ct scans, however due to the considerable
amount of noise in these images, human-assisted heuristic methods are needed.
We present an interactive tool for creating point-based deformations. This tool
semi-automatically finds point correspondences between successive images and
uses the GPU to locally view the quality of these point correspondences.
Bio Ð Travis McPhail is a graduate student in the Computer Science
Department of Rice University in Houston, TX. He received his B.S. and M.S. at Rice University and is
continuing to his Ph.D. His research interests are in biomedical imaging,
deformable modeling, and computer game development. His primary focus is biomedical
imaging.
11:30 Invited Talk - The
Devil is in the Details
Geoff Wyvill Ð University of
Otago, New Zealand
Abstract -
Programming is a creative activity and, so far, no one has been able to provide a formula for doing it
well just as no one has a formula
for writing a best selling novel. In the last forty years we have
seen 'methodologies', 'structured
programming', 'object oriented programming', 'reusable code' and any number of other doctrines. Meanwhile
programs have got bigger and done less. I examine just a few examples of
wasteful coding, particularly in graphics. By studying these small cases we can
get a handle on the art of writing cleaner, faster and smaller code.
Bio -
Professor Geoff Wyvill has a BA in Physics from Oxford and MSc and PhD in Computer Science from Bradford
University. His research interests includes modelling, csg, antialiasing, ray
tracing, surface design, implicit
methods and the application of computers in the arts. His teaching over 30 years has included programming,
data structure, theory of
computing, complexity, compilers, various languages, computer graphics, history
of computing, visualization
methods. He is in editorial boards of The Visual Computer, Computer Animation,
International and Virtual Worlds,
Journal of Shape Modeling and Computer Graphics Forum.
12:00 Lunch
Session II
1:30 Online Motion
Capture Marker Labeling for Multiple Interacting Articulated Targets
Qing Li, University of Houston
Abstract -
In this paper, we propose an online motion capture marker labeling approach for
multiple articulated interacting targets. Given hundreds (or even thousands) of
un-labeled motion capture markers from multiple captured targets that are
interacting each other, our approach can automatically label these markers
frame by frame, by fitting rigid bodies and exploiting trained structure and
motion models. The advantages of our approach include: 1) our method is an
online algorithm, which requires no user interaction once the algorithm starts.
2) Our method is much more robust than the previous the closest point-based
approaches by automatically imposing the structure and motion models. 3) Due to
the use of the structure model which encodes the rigidity of each articulated
body of captured targets, our method can recover the missing markers reliably.
Our approach is efficient and is particularly suited for online computer
animation and video game applications.
Bio Ð Qing
Li is a Ph.D. student in Computer Science at the University of Houston.
1:50 Computer Graphics at
TAMU-CC
Scott King, Texas A&M
University - Corpus Christi
Abstract -
Texas A&M University - Corpus Christi is a growing regional institution. We
offer a BS and MS in computer science with research interests in networking
(security, wireless, sensor nets), HCI, Databases, Parallel computing and
graphics. This talk will discuss our efforts in teaching and research in
computer graphics.
Bio - Scott
King is an Assistant Professor in the Computing Sciences Department at Texas
A&M University-Corpus Christi. He received his M.S. and Ph.D from The Ohio
State University. His research interests are in computer graphics and parallel
computing. His primary focus is on animation and real-time graphics.
2:20 Line Drawing as a
Dynamic Process
Mayank Singh, Texas A&M
University
Abstract Ð
We introduce a novel mechanism for creating silhouette line drawings from
polygonal models that captures the dynamic nature of the drawing process. The
approach takes into account the interaction between the moving human hand and
the drawing instrument. The pen is treated as a physically-based object with
mass and thus momentum. A control system drives the pen by tracking the contour
of the polygonal model as projected onto the drawing surface, thus mimicking
hand motion. The generated lines have a smooth hand-drawn quality. Lines are
rendered using a ribbon metaphor, where thickness is determined by the twist of
the ribbon. The twist angle can be dependent upon various attributes such as
perspective depth, the curvature of the line, and the lighting of the model. A
number of examples are presented, ranging from tightly controlled drawings to
expressive gestural drawings.
Bio Ð Mayank Singh received his Bachelors in Architecture from
IIT-Roorkee, India in 2000 and his Masters in Computer Science from Marquette
University in 2002. He is
currently a Ph.D. student with the Department of Computer Science working with
the Visualization Lab. His research interests include Non Photorealistic
Techniques, Illustrative &
Scientific Visualization.
2:40 A Virtual Sculpture
Based Morphable Face Model
Jessica Riewe, Texas A&M
University
Abstract -
Exemplar virtual three-dimensional sculptures collected from sixteen artists
are used to develop a multi-dimensional space to describe facial shape, which
is then used as a mechanism for modeling new faces. This is accomplished through identifying and varying derived
principal components of the multi-dimensional space. The relationships between these principal components and
their effects on new faces are explored through the creation of new virtual
faces using a graphical user interface.
These new virtual face sculptures are then modified by facial feature,
gender, and expression using a feature-based transformation interface based on
difference vectors. Finally,
animations are created to illustrate the results of these approaches. Facial mesh transformations based on
principal components does not give direct predictable control for modifying
specific facial features. However,
it does provide interesting design choices for artists, and general patterns of
the data variance were obtained.
The feature-based transformations were successful in further modifying
created faces.
Bio -
Jessica Riewe is a recent graduate from the Texas A&M Visualization
Laboratory. She completed her
undergraduate at A&M in Environmental Design.
3:00 Break
Session III
3:20 Mu-bases and Their
Applications in Geometric Modeling
Ning Song, Rice University
Abstract -
Geometric modeling is the sub-field of computer science concerned with
constructing, manipulating, and analyzing geometric models Ð computer models of
physical, virtual or mathematical objects. In practice, many geometric models
are represented by smooth algebraic functions, especially rational functions.
For rational curves and surfaces, there are several common problems that are
frequently encountered: computing intersections, finding implicit equations,
and detecting singular points and base points. Generally, each of these
problems eventually reduces to solving systems of polynomial equations.
This talk
will focus on solving these common problems by mu-bases. The notion of a
mu-basis is defined for an arbitrary number of polynomials in one variable. The
properties of these mu-bases are
derived, and a straightforward algorithm is provided to calculate a mu-basis
for any collection of univariate polynomials. Systems where base points are
present are also discussed. mu-bases are then applied to solve implicitization,
inversion and intersection problems for rational space curves.
Bio Ð Ning
Song is a PhD Candidate in the Computer Science
Department at Rice University. He holds an M.S. in Computer Science from Rice,
and a B.S. in Computer Science from the University of Science and Technology,
China.
3:40 Wave Particles
Cem Yuksel, Texas A&M University
Abstract Ð
We present a new method for the real-time simulation of fluid surface waves and
their interactions with floating objects. The method is based on the new
concept of wave particles, which offers a simple, fast, and unconditionally
stable approach to wave simulation. We show how graphics hardware can be used
to convert wave particles to a height-field surface, which is warped
horizontally to account for local wave-induced flow. The method is appropriate
for most fluid simulation situations that do not involve significant global
flow. It is demonstrated to work well in constrained areas, including wave
reflections off of boundaries, and in unconstrained areas, such as an ocean
surface. Interactions with
floating objects are easily integrated by including wave forces on the objects
and wave generation due to object motion.
Theoretical foundations and implementation details are provided, and
experiments demonstrate that we achieve plausible realism. Timing studies show
that the method is scalable to
allow simulation of wave interaction with several hundreds of objects at
real-time rates.
Bio Ð Cem Yuksel is a PhD student in the Department of Computer
Science at Texas A&M University. He received his B.S. in Physics and M.S.
in Computer Engineering from Bogazici University in Istanbul, Turkey. His
research interests are physically based simulations, hair simulation, real-time
and offline rendering algorithms, and global illumination. CemÕs Wave Particle
work will be featured in the paper and animation theater venues at Siggraph
2007.
4:00 Visualization of
Prediction Model Errors
Larry Young, Texas A&M University - Corpus Christi
Abstract -
One of the common problems of research scientists is that predicted results
often differ from measured results. This is known as prediction error. This project developed a system to
visualize prediction error called Visualization of Model Prediction Errors or
VMPE. VMPE was designed as a tool to allow modelers to see discrepancies
between model outputs and what actually occurred, and to concurrently display
multiple related data series, typically inputs to the model.
The VMPE
system is point and time based, in that all data are expected to be tagged with
a location and a time. Data for multiple points and different time periods can
be overlaid via a Windows graphical user interface. The user may select a
specific time period for more intense scrutiny, as well as selecting which data
to include in the visualization. This project was designed to fill a niche,
visualizing prediction errors, and provide something of substance and
usefulness to researchers who are developing predictive models that can be
compared to actual results. Model builders will benefit by having a visualization
system specifically designed to visualize prediction error and correlate those
errors with the data input to the model.
Bio - Larry
Young is currently an Instructor of Computer Science at Texas A&M
University-Corpus Christi. He
completed a Masters Degree in Computer Science from Texas A&M
University-Corpus Christi in 2007 and received a Masters of Business
Administration from Golden Gate University in 1984. He retired as a Lt Col in the United States Air Force after
22 years of service as a Communications/Computer Office.
4:20 A Grid with a View:
Optimal Texturing for Perception of Layered Surface Shape
Alethea Bair, Texas A&M University
Abstract Ð
We present the results of two controlled studies comparing the ability to
estimate surface normal for layered surface visualizations under various
surface texture conditions. Error of a hand-set surface normal probe was used
for comparison. The no-texture, layered-surface case was compared both with a
single surface case and layered surfaces with projected grid textures.
Variations in relative texture size on top and bottom surfaces were compared,
as well as opacity of the top surface. Significant improvements are found for
the textured cases over non-textured surfaces. Either larger or thinner top-surface
textures, and lower top surface opacities are shown to give less bottom surface
error. Top surface error appears to be highly resilient to changes in texture.
Given the results, we also present an example of how appropriate textures might
be useful in volume visualization
Bio Ð Alethea Bair is a Ph.D. student at Texas A&M University
in the Department of Architecture, where she is pursuing a program of study in
Visualization Sciences. She received a degree in physics from the University of
Illinois, Urbana/Champaign, and as an undergraduate did summer research
applying visualization techniques in Physics at the University of Wisconsin.
Her research interests include perceptual optimization, data mining and pattern
analysis, and image analysis.
4:40 Really Hot Stuff: Driving Object Deformations from Internal Physical
Processes
Zeki Melek, Texas A&M
University
Abstract
- We present a method for deforming objects for graphics applications, based on
the results of internal physical simulations. As driving examples, we describe
in detail methods for simulating the bending of burning matches, and the
crumpling of burning paper. In these cases, the small-scale changes in a
chemical process result in large-scale deformations of the given object. We
propose the use of a free form deformation to model such large-scale
deformations.
Bio
- Zeki Melek received MS and BS degrees in Computer Science from Bogazici
University, Turkey in 96 and 00 respectively. He has been with the Department
of Computer Science at Texas A&M University since 2001, working with Dr.
Keyser. His dissertation title is "Interactive Simulation of Fire, Burn
and Decomposition".
5:00 Closing Remarks