SIGGRAPH 2019 Papers

ACM SIGGRAPH Conference

Decision breakdown

216papers

Counted from the official paper list; may differ slightly from the number the conference announced.

  • Poster
    7434.3%
  • Other / unlabeled
    14265.7%

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Immersive Game for Dental Anesthesia Training With Haptic Feedback

Allan Tori, Romero Tori, Matheus Ribeiro, Fátima Nunes

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Training anesthetic application is a challenge for teaching dentistry, given the complexity of the procedure and the risks involved. Through an immersive virtual reality environment, the system presented here offers a playful way of learning, through game elements. This serious game allows the user to practice anesthesia technique with or without aids (tactile or visual) and to receive scores at different levels of difficulty. An important differential is the possibility of the syringe being driven automatically (tactile aid) in order to reproduce trajectories inserted by experienced instructors. Thus, the student can feel as if the instructor was conducting the learner's hand while guiding her or him.

Poster
ISSv2 and OpenISS Distributed System for Real-Time Interaction for Performing Arts

Serguei Mokhov, Deschanel Li, Haotao Lai, Jashanjot Singh, Yiran Shen, Jonathan Llewellyn, Miao Song, Sudhir Mudur

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Illimitable Space System v2 is a configurable toolbox which provides multimodal interaction and serves as a platform for artists to enhance their performance through the use of depth and colour data from a 3D capture device. Its newest iteration was presented as part of ChineseCHI in 2018. This latest iteration of ISSv2 is powered by an open source core named OpenISS. The core allows the ISSv2 platform to be run as a distributed system. Video and depth capture are done from a computer acting as a server with a client component for displaying the applied effects and video from a web browser. This has the added benefit of allowing the artist to broadcast their performance live and opens the way for audience interaction. There are two primary motivations behind creating an open source core for the ISS: first, open source tech allows more people to participate in the development process as well as understand how the technology works while spreading maintenance responsibilities to their respective parties. Secondly, having a core allows parts of they system to be switched out at will without having to modify it all at once, this is particularly relevant with respect to capture devices.

Poster
IR Surface Reflectance Estimation and Material Type Recognition Using Two-Stream Net and Kinect Camera

Seokyeong Lee, Hwasup Lim, Sangchul Ahn, Seungkyu Lee

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Recently, material type recognition using color or light field camera has been studied. However, visual pattern based approaches for material type recognition without direct acquisition of surface reflectance show limited performance. In this work, we propose IR surface reflectance estimation using off-the-shelf ToF (Time-of-Flight) active sensor such as Kinect and perform surface material type recognition based on both color and reflectance clues. Two stream deep neural network consists of convolutional neural network encoding visual clue and recurrent neural network encoding reflectance characteristic is proposed for material classification. Estimated IR surface reflectance and material type recognition evaluation on our Color-IR Material Data set show promising performance compared to prior approaches.

Poster
HeroMirror Interactive: A Gesture Controlled Augmented Reality Gaming Experience

Tamás Matuszka, Ferenc Czuczor, Zoltán Sóstai

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Appropriately chosen user interfaces are essential parts of immersive augmented reality experiences. Regular user interfaces cannot be efficiently used for interactive, real-time augmented reality applications. In this study, a gesture controlled educational gaming experience is described where gesture recognition relies on deep learning methods. Our implementation is able to replace a depth-camera based gesture recognition system using conventional camera while ensuring the same level of recognition accuracy.

Poster
Graph Matching Based Anime Colorization With Multiple References

Akinobu Maejima, Hiroyuki Kubo, Takuya Funatomi, Tatsuo Yotsukura, Satoshi Nakamura, Yasuhiro Mukaigawa

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We propose a graph matching-based anime-colorization method from line drawings using multiple reference images. A graph structure of each frame in an input line drawing sequence helps to find correspondences of regions to be colorized between frames. However, it is difficult to find precise correspondences of whole frames only from a single reference image, because the graph structure tends to change drastically during the sequence. Therefore, our method first finds an optimal image from multiple reference images according to a cost function that represents shape similarity between nodes and compatibility of node pairs. While it is necessary to prepare several manually colored reference images, our method is still effective in reducing the effort required for colorization in anime production. We demonstrate the effectiveness of our method using actual images from our production.

Poster
Glove Puppetry Cloud Theater Through a Virtual Reality Network

DER-LOR WAY, Weng-Kei Lau, Tzu Ying Huang

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Chinese glove puppetry is a traditional art with a long history and widely spread in the folk ever. This paper presents a collaborative work in multi-user virtual reality system for puppetry's opera. According to our developed system, each user has a unique perspective on any shared virtual world and interaction through our virtual reality network. This system achieves human-computer interaction and realizes the interaction between people. In addition, it brings an entertaining experience to users and easy to operate for all ages. In order to cultural preservation, we can record a grandmaster's puppet show performance in our system. Our research not only delivers a balance of art and technology in culture creativity, but also preserve folk art.

Poster
GPGPU Acceleration of Environmental and Movement Datasets

Daniel Bird, Stephen Laycock

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Due to the increased availability and accuracy of GPS sensors, the field of movement ecology has been able to benefit from larger datasets of movement data. As miniaturisation and the efficiency of electronic components have improved, additional sensors have been coupled with GPS tracking to enable features related to the animal's state at a given position to be recorded. This capability is especially relevant to understand how environmental conditions may affect movement.

Poster
Fully Automatic Colorization for Anime Character Considering Accurate Eye Colors

Kenta Akita, Yuki Morimoto, Reiji Tsuruno

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In this paper, we propose a method to colorize line drawings of anime characters' faces with colors from a reference image. Previous studies using reference images often fail to realize fully-automatic colorization, especially for small areas, e.g., eye colors in the resulting image may differ from the reference image. The proposed method accurately colorizes eyes in the input line drawing using automatically computed hints. The hints are round patches used to specify the positions and corresponding colors extracted from the eye areas of a reference image.

Poster
Fluid-Measurement Technology Using Flow Birefringence of Nanocellulose

Shogo Yamashita, Takaaki Kasuga, Shunichi Suwa, Takashi Miyaki, Masaya Nogi, Jun Rekimoto

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We propose a potential fluid-measurement technology aimed at supporting biomechanics research of water sports using fluid simulation and motion analysis. Cellulose nanofibers introduced into the water as tracer particles to visualize the movement of water. An optical property of nanofibers, called flow birefringence, makes water flows brighter than their surroundings when placed between right and left circularly polarized plates. We tested the capability of the technology in a water tank and succeeded in using an existing particle-tracking method-particle image velocimetry (PIV)-to measure the flows from a pump in the tank.

Poster
Flood Action VR: A Virtual Reality Framework for Disaster Awareness and Emergency Response Training

Yusuf Sermet, Ibrahim Demir

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Natural disasters constitute unexpected and severe threats with devastating effects on communities worldwide. Recent studies emphasize the importance of public awareness and training of first responders in disaster preparedness and response activities. This paper presents a virtual reality framework that creates a realistic 3D gaming environment with real-time and historical weather and disaster conditions. Main goals of the project are to increase public awareness about disasters by using gamification techniques, and train and evaluate emergency responders by simulating real-life scenarios. The system is supported by voice recognition to interact with the virtual world, and analyze user's actions and voice to detect emotional and psychological state.

Poster
Exploring Color Variations for Vector Graphics

Sayan Ghosh, Jose Echevarria, Vineet Batra, Ankit Phogat

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We propose a novel and intuitive method for exploring recoloring variations of vector graphics. Compared with existing methods, ours is specifically tailored for vector graphics, where color distributions are sparser and are explicitly stored using constructs like solid colors or gradients, independent from other semantical and spatial relationships. Our method tries to infer some of them before formulating color transfer as a transport problem between the weighted color distributions of the reference and the target vector graphics. We enable creative exploration by providing fine-grain control over the resulting transfer, allowing users to modify relative color distributions in real-time.

Poster
Exploration of Using Face Tracking to Reduce GPU Rendering on Current and Future Auto-Stereoscopic Displays

Xingyu Pan, Mengya Zheng, Abraham Campbell

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Future auto-stereoscopic displays offer us an amazing possibility of virtual reality without the need for head mounted displays. Since fundamentally though we only need to generate viewpoints for known observers, the classical approach to render all views at once is wasteful in terms of GPU resources and limits the scale of an auto-stereoscopic display. We present a technique that reduces GPU consumption when using an auto-stereoscopic displays by giving the display a context awareness of its observers. The technique was first applied to the Looking Glass device on the Unity3D platform. Rather than rendering 45 different views at the same time, for each observer, the framework only requires six views that are visible to both eyes based on the tracked eye positions. Given the current specifications of this device, the framework helps save 73% GPU consumption for Looking Glass if it was to render a 8K X 8K resolution scene, and the saved GPU consumption increases as the resolution increases. This technique can be applied to reduce future GPU requirements for auto-stereoscopic displays in the future.

Poster
Enhancement of CT Images for Visualization

Anam Mehmood, Ishtiaq Rasool Khan, Hassan Dawood, Hussain Dawood

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Modern medical science strongly depends on imaging technologies for accurate diagnose and treatment planning. Raw medical images generally require post-processing - like edge and contrast enhancement, and noise removal - for visualization. In this paper, a clustering-based contrast enhancement technique is presented for computed tomography (CT) images.

Poster
Efficient Mask Expansion for Green-Screen Keying Using Color Distributions

Alexandre Derouet-Jourdan, Marc Salvati, Xiaoxiong Xing, Takuro Nishikawa

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Masks are heavily used in image and video processing, particularly in the context of green screen keying. Designing good masks is a difficult task that involves painting over small details of images. Usually, only a rough mask is created. We propose an algorithm to expand such a mask, using color similarity. Our approach is fast, even on 4K images, and compares favorably with standard tools used in keying.

Poster
Display Methods of Projection Augmented Reality Based on Deep Learning Pose Estimation

Hyocheol Ro, YoonJung Park, Jung-Hyun Byun, Tack-Don Han

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In this paper, we propose three display methods for projection-based augmented reality. In spatial augmented reality (SAR), determining where information, objects, or contents are to be displayed is a difficult and important issue. We use deep learning models to estimate user pose and suggest ways to solve the issue based on this data. Finally, each method can be appropriately applied according to various the applications and scenarios.

Poster
DiCE: Dichoptic Contrast Enhancement for VR and Stereo Displays

Fangcheng Zhong, George Koulieris, George Drettakis, Fredo Durand, Martin Banks, Mathieu Chambe, Rafal Mantiuk

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In stereoscopic displays, such as those used in VR/AR headsets, our eyes are presented with two different views. The disparity between the views is typically used to convey depth cues, but it could be also used to enhance image appearance. We devise a novel technique that takes advantage of binocular fusion to boost perceived local contrast and visual quality of images. Since the technique is based on fixed tone curves, it has negligible computational cost and it is well suited for real-time applications, such as VR rendering. To control the trade-off between contrast gain and binocular rivalry, we conduct a series of experiments to explain the factors that dominate rivalry perception in a dichoptic presentation where two images of different contrasts are displayed. With this new finding, we can effectively enhance contrast and control rivalry in mono- and stereoscopic images, and in VR rendering, as confirmed in validation experiments.

Poster
Designing a Full-Body Customizable Haptic Interface Using Two-Dimensional Signal Transmission

Taichi Furukawa, Nobuhisa Hanamitsu, Yoichi Kamiyama, Hideaki Nii, Charalampos Krekoukiotis, Kouta Minamizawa, Akihito Noda, Junko Yamada, Keiichi Kitamura, Daisuke Niwa, Yoshiaki Hirano, Tetsuya Mizuguchi

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The concept of spatial computing has a high potential to augment our lives. We can imagine the expansion of the concept of spatial computing in the future as the expanded visual space will blend into our daily lives. In such a future, how do we feel and interact with another reality that overlaps with real space? We have researched this question from an approach using a haptic interface. We previously developed the Synesthesia Suit[Konishi et al. 2016]. This is a full body haptic suit that extends the VR experience of the game "Rez Infinite". It delivers the visual and musical experience of "Rez" to the whole body, and provides haptic feedback. However, the Synesthesia Suit is difficult to walk around in a physical space, due to the thick cables required for its operation. Basically it is especially suited for VR gaming and it was difficult to apply to spatial computing experience.

Poster
Delaunay Lofts: A New Class of Space-Filling Shapes

Sai Ganesh Subramanian, Matthew R. Eng, Vinayak Krishnamurthy, ERGUN Akleman

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We have developed an approach to construct and design a new class of space-filling shapes, which we call Delaunay Lofts. Our approach is based on interpolation of a stack of planar tiles whose dual tilings are Delaunay diagrams. We construct control curves that interpolate Delaunay vertices. Voronoi decomposition of the volume using these control curves as Voronoi sites gives us lofted interpolation of original polygons in planar tiles. This, combined with the use of wallpaper symmetries allows for the design of space-filling shapes in 3-space. In the poster exhibition, we will also demonstrate 3D printed examples of the new class of shapes (See Figures 1 and 3).

Poster
Deep-ChildAR Bot: Educational Activities and Safety Care Augmented Reality System With Deep-Learning for Preschool

YoonJung Park, Hyocheol Ro, Tack-Don Han

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We propose a projection-based augmented reality (AR) robot system that provides pervasive support for the education and safety of preschoolers via a deep learning framework. This system can utilize real-world objects as metaphors for educational tools by performing object detection based on deep learning in real-time, and it can help recognize the dangers of real-world objects that may pose risks to children. We designed the system in a simple and intuitive way to provide user-friendly interfaces and interactions for children. Children's experiences through the proposed system can improve their physical, cognitive, emotional, and thinking abilities.

Poster