45 research outputs found

    Quantitative Analysis of Saliency Models

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    Previous saliency detection research required the reader to evaluate performance qualitatively, based on renderings of saliency maps on a few shapes. This qualitative approach meant it was unclear which saliency models were better, or how well they compared to human perception. This paper provides a quantitative evaluation framework that addresses this issue. In the first quantitative analysis of 3D computational saliency models, we evaluate four computational saliency models and two baseline models against ground-truth saliency collected in previous work.Comment: 10 page

    A multisided C-2 B-spline patch over extraordinary vertices in quadrilateral meshes

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    We propose a generalised B-spline construction that extends uniform bicubic B-splines to multisided regions spanned over extraordinary vertices in quadrilateral meshes. We show how the structure of the generalised Bezier patch introduced by Varady et al. can be adjusted to work with B-spline basis functions. We create ribbon surfaces based on B-splines using special basis functions. The resulting multisided surfaces are C-2 continuous internally and connect with G(2) continuity to adjacent regular and other multisided B-splines patches. We visually assess the quality of these surfaces and compare them to Catmull-Clark limit surfaces on several challenging geometrical configurations. (C) 2020 The Author(s). Published by Elsevier Ltd

    Conversion of B-rep CAD models into globally G<sup>1</sup> triangular splines

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    Existing techniques that convert B-rep (boundary representation) patches into Clough-Tocher splines guarantee watertight, that is C0, conversion results across B-rep edges. In contrast, our approach ensures global tangent-plane, that is G1, continuity of the converted B-rep CAD models. We achieve this by careful boundary curve and normal vector management, and by converting the input models into Shirman-Séquin macro-elements near their (trimmed) B-rep edges. We propose several different variants and compare them with respect to their locality, visual quality, and difference with the input B-rep CAD model. Although the same global G1 continuity can also be achieved by conversion techniques based on subdivision surfaces, our approach uses triangular splines and thus enjoys full compatibility with CAD

    Spline-based medial axis transform representation of binary images

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    Medial axes are well-known descriptors used for representing, manipulating, and compressing binary images. In this paper, we present a full pipeline for computing a stable and accurate piece-wise B-spline representation of Medial Axis Transforms (MATs) of binary images. A comprehensive evaluation on a benchmark shows that our method, called Spline-based Medial Axis Transform (SMAT), achieves very high compression ratios while keeping quality high. Compared with the regular MAT representation, the SMAT yields a much higher compression ratio at the cost of a slightly lower image quality. We illustrate our approach on a multi-scale SMAT representation, generating super-resolution images, and free-form binary image deformation

    Spline-based dense medial descriptors for lossy image compression

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    Medial descriptors are of significant interest for image simplification, representation, manipulation, and compression. On the other hand, B-splines are well-known tools for specifying smooth curves in computer graphics and geometric design. In this paper, we integrate the two by modeling medial descriptors with stable and accurate B-splines for image compression. Representing medial descriptors with B-splines can not only greatly improve compression but is also an effective vector representation of raster images. A comprehensive evaluation shows that our Spline-based Dense Medial Descriptors (SDMD) method achieves much higher compression ratios at similar or even better quality to the well-known JPEG technique. We illustrate our approach with applications in generating super-resolution images and salient feature preserving image compression

    Quantitative Evaluation of Dense Skeletons for Image Compression

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    Skeletons are well-known descriptors used for analysis and processing of 2D binary images. Recently, dense skeletons have been proposed as an extension of classical skeletons as a dual encoding for 2D grayscale and color images. Yet, their encoding power, measured by the quality and size of the encoded image, and how these metrics depend on selected encoding parameters, has not been formally evaluated. In this paper, we fill this gap with two main contributions. First, we improve the encoding power of dense skeletons by effective layer selection heuristics, a refined skeleton pixel-chain encoding, and a postprocessing compression scheme. Secondly, we propose a benchmark to assess the encoding power of dense skeletons for a wide set of natural and synthetic color and grayscale images. We use this benchmark to derive optimal parameters for dense skeletons. Our method, called Compressing Dense Medial Descriptors (CDMD), achieves higher-compression ratios at similar quality to the well-known JPEG technique and, thereby, shows that skeletons can be an interesting option for lossy image encoding

    Co-skeletons:Consistent curve skeletons for shape families

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    We present co-skeletons, a new method that computes consistent curve skeletons for 3D shapes from a given family. We compute co-skeletons in terms of sampling density and semantic relevance, while preserving the desired characteristics of traditional, per-shape curve skeletonization approaches. We take the curve skeletons extracted by traditional approaches for all shapes from a family as input, and compute semantic correlation information of individual skeleton branches to guide an edge-pruning process via skeleton-based descriptors, clustering, and a voting algorithm. Our approach achieves more concise and family-consistent skeletons when compared to traditional per-shape methods. We show the utility of our method by using co-skeletons for shape segmentation and shape blending on real-world data

    Locally refinable gradient meshes supporting branching and sharp colour transitions:Towards a more versatile vector graphics primitive

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    We present a local refinement approach for gradient meshes, a primitive commonly used in the design of vector illustrations with complex colour propagation. Local refinement allows the artist to add more detail only in the regions where it is needed, as opposed to global refinement which often clutters the workspace with undesired detail and potentially slows down the workflow. Moreover, in contrast to existing implementations of gradient mesh refinement, our approach ensures mathematically exact refinement. Additionally, we introduce a branching feature that allows for a wider range of mesh topologies, as well as a feature that enables sharp colour transitions similar to diffusion curves, which turn the gradient mesh into a more versatile and expressive vector graphics primitive

    Turbulent Details Simulation for SPH Fluids via Vorticity Refinement

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    A major issue in Smoothed Particle Hydrodynamics (SPH) approaches is the numerical dissipation during the projection process, especially under coarse discretizations. High-frequency details, such as turbulence and vortices, are smoothed out, leading to unrealistic results. To address this issue, we introduce a Vorticity Refinement (VR) solver for SPH fluids with negligible computational overhead. In this method, the numerical dissipation of the vorticity field is recovered by the difference between the theoretical and the actual vorticity, so as to enhance turbulence details. Instead of solving the Biot-Savart integrals, a stream function, which is easier and more efficient to solve, is used to relate the vorticity field to the velocity field. We obtain turbulence effects of different intensity levels by changing an adjustable parameter. Since the vorticity field is enhanced according to the curl field, our method can not only amplify existing vortices, but also capture additional turbulence. Our VR solver is straightforward to implement and can be easily integrated into existing SPH methods
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