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Homogeneous codes for energy-efficient illumination and imaging

Programmable coding of light between a source and a sensor has led to several important results in computational illumination, imaging and display.... (more)

Doppler time-of-flight imaging

Over the last few years, depth cameras have become increasingly popular for a range of applications, including human-computer interaction and gaming, augmented reality, machine vision, and medical imaging. Many of the commercially-available devices use the time-of-flight principle, where active illumination is temporally coded and analyzed in the... (more)

Micron-scale light transport decomposition using interferometry

We present a computational imaging system, inspired by the optical coherence tomography (OCT) framework, that uses interferometry to produce... (more)

Integrable PolyVector fields

We present a framework for designing curl-free tangent vector fields on discrete surfaces. Such vector fields are gradients of locally-defined scalar functions, and this property is beneficial for creating surface parameterizations, since the gradients of the parameterization coordinate functions are then exactly aligned with the designed fields.... (more)

Stripe patterns on surfaces

Stripe patterns are ubiquitous in nature, describing macroscopic phenomena such as stripes on plants and animals, down to material impurities on the atomic scale. We propose a method for synthesizing stripe patterns on triangulated surfaces, where singularities are automatically inserted in order to achieve user-specified orientation and line... (more)

Frame field generation through metric customization

This paper presents a new technique for frame field generation. As generic frame fields (with arbitrary anisotropy, orientation, and sizing) can be... (more)

Computational bodybuilding

We propose a method to create a wide range of human body shapes from a single input 3D anatomy template. Our approach is inspired by biological processes responsible for human body growth. In particular, we simulate growth of skeletal muscles and subcutaneous fat using physics-based models which combine growth and elasticity. Together with a tool... (more)

Biomechanical simulation and control of hands and tendinous systems

The tendons of the hand and other biomechanical systems form a complex network of sheaths, pulleys, and branches. By modeling these anatomical... (more)

GRIDiron

We present an interactive simulation framework for authoring surgical procedures of soft tissue manipulation using physics-based simulation to animate the flesh. This interactive authoring tool can be used by clinical educators to craft three-dimensional illustrations of the intricate maneuvers involved in craniofacial repairs, in contrast to... (more)

Detailed spatio-temporal reconstruction of eyelids

In recent years we have seen numerous improvements on 3D scanning and tracking of human faces, greatly advancing the creation of digital doubles for... (more)

Dynamic 3D avatar creation from hand-held video input

We present a complete pipeline for creating fully rigged, personalized 3D facial avatars from hand-held video. Our system faithfully recovers facial... (more)

Real-time high-fidelity facial performance capture

We present the first real-time high-fidelity facial capture method. The core idea is to enhance a global real-time face tracker, which provides a... (more)

Facial performance sensing head-mounted display

There are currently no solutions for enabling direct face-to-face interaction between virtual reality (VR) users wearing head-mounted displays (HMDs). The main challenge is that the headset obstructs a significant portion of a user's face, preventing effective facial capture with traditional techniques. To advance virtual reality as a... (more)

The SGGX microflake distribution

We introduce the Symmetric GGX (SGGX) distribution to represent spatially-varying properties of anisotropic microflake participating media. Our key theoretical insight is to represent a microflake distribution by the projected area of the microflakes. We use the projected area to parameterize the shape of an ellipsoid, from which we recover a... (more)

Multi-scale modeling and rendering of granular materials

We address the problem of modeling and rendering granular materials---such as large structures made of sand, snow, or sugar---where an aggregate... (more)

Power particles

This paper introduces a new particle-based approach to incompressible fluid simulation. We depart from previous Lagrangian methods by considering fluid particles no longer purely as material points, but also as volumetric parcels that partition the fluid domain. The fluid motion is described as a time series of well-shaped power diagrams (hence the... (more)

The affine particle-in-cell method

Hybrid Lagrangian/Eulerian simulation is commonplace in computer graphics for fluids and other materials undergoing large deformation. In these methods, particles are used to resolve transport and topological change, while a background Eulerian grid is used for computing mechanical forces and collision responses. Particle-in-Cell (PIC) techniques,... (more)

Restoring the missing vorticity in advection-projection fluid solvers

Most visual effects fluid solvers use a time-splitting approach where velocity is first advected in the flow, then projected to be incompressible with... (more)

A stream function solver for liquid simulations

This paper presents a liquid simulation technique that enforces the incompressibility condition using a stream function solve instead of a pressure projection. Previous methods have used stream function techniques for the simulation of detailed single-phase flows, but a formulation for liquid simulation has proved elusive in part due to the free... (more)

Dihedral angle-based maps of tetrahedral meshes

We present a geometric representation of a tetrahedral mesh that is solely based on dihedral angles. We first show that the shape of a tetrahedral mesh is completely defined by its dihedral angles. This proof leads to a set of angular constraints that must be satisfied for an immersion to exist in R3. This formulation lets us easily specify... (more)

Conformal mesh deformations with Möbius transformations

We establish a framework to design triangular and circular polygonal meshes by using face-based compatible Möbius transformations. Embracing the... (more)

Close-to-conformal deformations of volumes

Conformal deformations are infinitesimal scale-rotations, which can be parameterized by quaternions. The condition that such a quaternion field gives rise to a conformal deformation is nonlinear and in any case only admits Möbius transformations as solutions. We propose a particular decoupling of scaling and rotation which allows us to find... (more)

Linear subspace design for real-time shape deformation

We propose a method to design linear deformation subspaces, unifying linear blend skinning and generalized barycentric coordinates. Deformation... (more)

eyeSelfie

Eye alignment to the optical system is very critical in many modern devices, such as for biometrics, gaze tracking, head mounted displays, and health. We show alignment in the context of the most difficult challenge: retinal imaging. Alignment in retinal imaging, even conducted by a physician, is very challenging due to precise alignment... (more)

Optimal presentation of imagery with focus cues on multi-plane displays

We present a technique for displaying three-dimensional imagery of general scenes with nearly correct focus cues on multi-plane displays. These... (more)

The light field stereoscope

Over the last few years, virtual reality (VR) has re-emerged as a technology that is now feasible at low cost via inexpensive cellphone components. In particular, advances of high-resolution micro displays, low-latency orientation trackers, and modern GPUs facilitate immersive experiences at low cost. One of the remaining challenges to further... (more)

Decomposing time-lapse paintings into layers

The creation of a painting, in the physical world or digitally, is a process that occurs over time. Later strokes cover earlier strokes, and strokes painted at a similar time are likely to be part of the same object. In the final painting, this temporal history is lost, and a static arrangement of color is all that remains. The rich literature for... (more)

Time-lapse mining from internet photos

We introduce an approach for synthesizing time-lapse videos of popular landmarks from large community photo collections. The approach is completely automated and leverages the vast quantity of photos available online. First, we cluster 86 million photos into landmarks and popular viewpoints. Then, we sort the photos by date and warp each photo onto... (more)

Real-time hyperlapse creation via optimal frame selection

Long videos can be played much faster than real-time by recording only one frame per second or by dropping all but one frame each second, i.e., by... (more)

Isotopic approximation within a tolerance volume

We introduce in this paper an algorithm that generates from an input tolerance volume a surface triangle mesh guaranteed to be within the tolerance,... (more)

Data-driven interactive quadrangulation

We propose an interactive quadrangulation method based on a large collection of patterns that are learned from models manually designed by artists. The patterns are distilled into compact quadrangulation rules and stored in a database. At run-time, the user draws strokes to define patches and... (more)

Convolutional wasserstein distances

This paper introduces a new class of algorithms for optimization problems involving optimal transportation over geometric domains. Our main contribution is to show that optimal transportation can be made tractable over large domains used in graphics, such as images and triangle meshes, improving... (more)

Sampling based scene-space video processing

Many compelling video processing effects can be achieved if per-pixel depth information and 3D camera calibrations are known. However, the success of such methods is highly dependent on the accuracy of this "scene-space" information. We present a novel, sampling-based framework for processing video that enables high-quality scene-space video... (more)

audeosynth

We introduce music-driven video montage, a media format that offers a pleasant way to browse or summarize video clips collected from various occasions, including gatherings and adventures. In music-driven video montage, the music drives the composition of the video content. According to musical movement and beats, video clips are organized to form... (more)

High-quality streamable free-viewpoint video

We present the first end-to-end solution to create high-quality free-viewpoint video encoded as a compact data stream. Our system records performances using a dense set of RGB and IR video cameras, generates dynamic textured surfaces, and compresses these to a streamable 3D video format. Four... (more)

Bijective parameterization with free boundaries

We present a fully automatic method for generating guaranteed bijective surface parameterizations from triangulated 3D surfaces partitioned into charts. We do so by using a distortion metric that prevents local folds of triangles in the parameterization and a barrier function that prevents intersection of the chart boundaries. In addition, we show... (more)

Computing locally injective mappings by advanced MIPS

Computing locally injective mappings with low distortion in an efficient way is a fundamental task in computer graphics. By revisiting the well-known... (more)

Seamless surface mappings

We introduce a method for computing seamless bijective mappings between two surface-meshes that interpolates a given set of correspondences. A common approach for computing a map between surfaces is to cut the surfaces to disks, flatten them to the plane, and extract the mapping from the flattenings by composing one flattening with the inverse of... (more)

Bounded distortion harmonic mappings in the plane

We present a framework for the computation of harmonic and conformal mappings in the plane with mathematical guarantees that the computed mappings are... (more)

Data-driven finite elements for geometry and material design

Crafting the behavior of a deformable object is difficult---whether it is a biomechanically accurate character model or a new multimaterial 3D... (more)

Nonlinear material design using principal stretches

The Finite Element Method is widely used for solid deformable object simulation in film, computer games, virtual reality and medicine. Previous... (more)

Subspace condensation

Subspace deformable body simulations can be very fast, but can behave unrealistically when behaviors outside the prescribed subspace such as novel external collisions, are encountered. We address this limitation by presenting a fast, flexible new method that allows full space computation to be activated in the neighborhood of novel events while the... (more)

Perceptually based downscaling of images

We propose a perceptually based method for downscaling images that provides a better apparent depiction of the input image. We formulate image downscaling as an optimization problem where the difference between the input and output images is measured using a widely adopted perceptual image quality metric. The downscaled images retain perceptually... (more)

An L1 image transform for edge-preserving smoothing and scene-level intrinsic decomposition

Identifying sparse salient structures from dense pixels is a longstanding problem in visual... (more)

A computational approach for obstruction-free photography

We present a unified computational approach for taking photos through reflecting or occluding elements such as windows and fences. Rather than... (more)

Dynamic terrain traversal skills using reinforcement learning

The locomotion skills developed for physics-based characters most often target flat terrain. However, much of their potential lies with the creation... (more)

Online control of simulated humanoids using particle belief propagation

We present a novel, general-purpose Model-Predictive Control (MPC) algorithm that we call Control Particle Belief Propagation (C-PBP). C-PBP combines... (more)

Intuitive and efficient camera control with the toric space

A large range of computer graphics applications such as data visualization or virtual movie production require users to position and move viewpoints... (more)

Interaction context (ICON)

We introduce a contextual descriptor which aims to provide a geometric description of the functionality of a 3D object in the context of a given scene. Differently from previous works, we do not regard functionality as an abstract label or represent it implicitly through an agent. Our descriptor, called interaction context or ICON for short,... (more)

Elements of style

The human perception of stylistic similarity transcends structure and function: for instance, a bed and a dresser may share a common style. An algorithmically computed style similarity measure that mimics human perception can benefit a range of computer graphics applications. Previous work in style analysis focused on shapes within the same class,... (more)

Style compatibility for 3D furniture models

This paper presents a method for learning to predict the stylistic compatibility between 3D furniture models from different object classes: e.g., how well does this chair go with that table? To do this, we collect relative assessments of style compatibility using crowdsourcing. We then compute geometric features for each 3D model and learn a... (more)

Semantic shape editing using deformation handles

We propose a shape editing method where the user creates geometric deformations using a set of semantic attributes, thus avoiding the need for... (more)

Single-view reconstruction via joint analysis of image and shape collections

We present an approach to automatic 3D reconstruction of objects depicted in Web images. The approach reconstructs objects from single views. The key... (more)

Architecture-scale human-assisted additive manufacturing

Recent digital fabrication tools have opened up accessibility to personalized rapid prototyping;... (more)

Parametric self-supporting surfaces via direct computation of airy stress functions

This paper presents a method that employs parametric surfaces as surface geometry representations at any stage of a computational process to compute... (more)

Foldabilizing furniture

We introduce the foldabilization problem for space-saving furniture design. Namely, given a 3D object representing a piece of furniture, our goal is to apply a minimum amount of modification to the object so that it can be folded to save space --- the object is thus foldabilized. We focus on one instance of the problem where folding is with respect... (more)

Computational interlocking furniture assembly

Furniture typically consists of assemblies of elongated and planar parts that are connected together by glue, nails, hinges, screws, or other means that do not encourage disassembly and re-assembly. An alternative approach is to use an interlocking mechanism, where the component parts tightly interlock with one another. The challenge in designing... (more)

LazyFluids

In this paper we present a novel approach to appearance transfer for fluid animations based on flow-guided texture synthesis. In contrast to common practice where pre-captured sets of fluid elements are combined in order to achieve desired motion and look, we bring the possibility of fine-tuning motion properties in advance using CG techniques, and... (more)

Fluid volume modeling from sparse multi-view images by appearance transfer

We propose a method of three-dimensional (3D) modeling of volumetric fluid phenomena from sparse multi-view images (e.g., only a single-view input or... (more)

Deformation capture and modeling of soft objects

We present a data-driven method for deformation capture and modeling of general soft objects. We adopt an iterative framework that consists of one... (more)

Zoomorphic design

Zoomorphic shapes are man-made shapes that possess the form or appearance of an animal. They have desirable aesthetic properties, but are difficult to create using conventional modeling tools. We present a method for creating zoomorphic shapes by merging a man-made shape and an animal shape. To identify a pair of shapes that are suitable for... (more)

Shading-based refinement on volumetric signed distance functions

We present a novel method to obtain fine-scale detail in 3D reconstructions generated with... (more)

PatchTable

This paper presents a data structure that reduces approximate nearest neighbor query times for image patches in large datasets. Previous work in texture synthesis has demonstrated real-time synthesis from small exemplar textures. However, high performance has proved elusive for modern patch-based optimization techniques which frequently use many... (more)

Learning visual similarity for product design with convolutional neural networks

Popular sites like Houzz, Pinterest, and LikeThatDecor, have communities of users helping each other answer questions about products in images. In... (more)

LinkEdit

We present a method for interactive editing of planar linkages. Given a working linkage as input, the user can make targeted edits to the shape or motion of selected parts while preserving other, e.g., functionally-important aspects. In order to make this process intuitive and efficient, we provide a number of editing tools at different levels of... (more)

Fab forms

We address the problem of allowing casual users to customize parametric models while maintaining their valid state as 3D-printable functional objects. We define Fab Form as any design representation that lends itself to interactive customization by a novice user, while remaining valid and manufacturable. We propose a method to achieve these Fab... (more)

Computational design of twisty joints and puzzles

We present the first computational method that allows ordinary users to create complex twisty joints and puzzles inspired by the Rubik's Cube... (more)

Reduced-order shape optimization using offset surfaces

Given the 2-manifold surface of a 3d object, we propose a novel method for the computation of an offset surface with varying thickness such that the... (more)

RAPter

With the proliferation of acquisition devices, gathering massive volumes of 3D data is now easy. Processing such large masses of pointclouds, however, remains a challenge. This is particularly a problem for raw scans with missing data, noise, and varying sampling density. In this work, we present a simple, scalable, yet powerful data reconstruction... (more)

Coupled segmentation and similarity detection for architectural models

Recent shape retrieval and interactive modeling algorithms enable the re-use of existing models in many applications. However, most of those... (more)

Controlling procedural modeling programs with stochastically-ordered sequential Monte Carlo

We present a method for controlling the output of procedural modeling programs using Sequential Monte Carlo (SMC). Previous probabilistic methods for... (more)

WorldBrush

We present a novel approach for the interactive synthesis and editing of virtual worlds. Our method is inspired by painting operations and uses methods for statistical example-based synthesis to automate content synthesis and deformation. Our real-time approach takes a form of local inverse procedural modeling based on intermediate statistical... (more)

Advanced procedural modeling of architecture

We present the novel grammar language CGA++ for the procedural modeling of architecture. While existing grammar-based approaches can produce stunning results, they are limited in what modeling scenarios can be realized. In particular, many context-sensitive tasks are precluded, not least because within the rules specifying how one shape is refined,... (more)

Learning shape placements by example

We present a method to learn and propagate shape placements in 2D polygonal scenes from a few examples provided by a user. The placement of a shape is modeled as an oriented bounding box. Simple geometric relationships between this bounding box and nearby scene polygons define a feature set for the placement. The feature sets of all example... (more)

Skin microstructure deformation with displacement map convolution

We present a technique for synthesizing the effects of skin microstructure deformation by anisotropically convolving a high-resolution displacement... (more)

Two-shot SVBRDF capture for stationary materials

Material appearance acquisition usually makes a trade-off between acquisition effort and richness of reflectance representation. In this paper, we... (more)

Image based relighting using neural networks

We present a neural network regression method for relighting realworld scenes from a small number of images. The relighting in this work is formulated as the product of the scene's light transport matrix and new lighting vectors, with the light transport matrix reconstructed from the input images. Based on the observation that there should exist... (more)

Measurement-based editing of diffuse albedo with consistent interreflections

We present a novel measurement-based method for editing the albedo of diffuse surfaces with consistent interreflections in a photograph of a scene... (more)

OmniAD

This paper introduces "OmniAD," a novel data-driven pipeline to model and acquire the aerodynamics of three-dimensional rigid objects. Traditionally, aerodynamics are examined through elaborate wind tunnel experiments or expensive fluid dynamics computations, and are only measured for a small number of discrete wind directions. OmniAD allows the... (more)

An implicit viscosity formulation for SPH fluids

We present a novel implicit formulation for highly viscous fluids simulated with Smoothed Particle Hydrodynamics SPH. Compared to explicit methods,... (more)

Codimensional non-Newtonian fluids

We present a novel method to simulate codimensional non-Newtonian fluids on simplicial complexes. Our method extends previous work for codimensional incompressible flow to various types of non-Newtonian fluids including both shear thinning and thickening, Bingham plastics, and elastoplastics. We propose a novel time integration scheme for... (more)

Animating human dressing

Dressing is one of the most common activities in human society. Perfecting the skill of dressing can take an average child three to four years of daily practice. The challenge is primarily due to the combined difficulty of coordinating different body parts and manipulating soft and deformable objects (clothes). We present a technique to synthesize... (more)

A perceptual control space for garment simulation

We present a perceptual control space for simulation of cloth that works with any physical simulator, treating it as a black box. The perceptual... (more)

Space-time sketching of character animation

We present a space-time abstraction for the sketch-based design of character animation. It allows animators to draft a full coordinated motion using a single stroke called the space-time curve (STC). From the STC we compute a dynamic line of action (DLOA) that drives the motion of a 3D character through projective constraints. Our dynamic models... (more)

Realtime style transfer for unlabeled heterogeneous human motion

This paper presents a novel solution for realtime generation of stylistic human motion that automatically transforms unlabeled, heterogeneous motion... (more)

Dyna

To look human, digital full-body avatars need to have soft-tissue deformations like those of real people. We learn a model of soft-tissue deformations from examples using a high-resolution 4D capture system and a method that accurately registers a template mesh to sequences of 3D scans. Using over 40,000 scans of ten subjects, we learn how... (more)

Adaptive rendering with linear predictions

We propose a new adaptive rendering algorithm that enhances the performance of Monte Carlo ray tracing by reducing the noise, i.e., variance, while preserving a variety of high-frequency edges in rendered images through a novel prediction based reconstruction. To achieve our goal, we iteratively build multiple, but sparse linear models. Each linear... (more)

A machine learning approach for filtering Monte Carlo noise

The most successful approaches for filtering Monte Carlo noise use feature-based filters (e.g., cross-bilateral and cross non-local means filters)... (more)

Gradient-domain path tracing

We introduce gradient-domain rendering for Monte Carlo image synthesis. While previous gradient-domain Metropolis Light Transport sought to distribute more samples in areas of high gradients, we show, in contrast, that estimating image gradients is also possible using standard (non-Metropolis) Monte Carlo algorithms, and furthermore, that even... (more)

Variance analysis for Monte Carlo integration

We propose a new spectral analysis of the variance in Monte Carlo integration, expressed in terms of the power spectra of the sampling pattern and the integrand involved. We build our framework in the Euclidean space using Fourier tools and on the sphere using spherical harmonics. We further provide a theoretical background that explains how our... (more)

Single-view hair modeling using a hairstyle database

Human hair presents highly convoluted structures and spans an extraordinarily wide range of hairstyles, which is essential for the digitization of... (more)

SecondSkin

SecondSkin is a sketch-based modeling system focused on the creation of structures comprised of layered, shape interdependent 3D volumes. Our approach is built on three novel insights gleaned from an analysis of representative artist sketches. First, we observe that a closed loop of strokes typically define surface patches that bound volumes in... (more)

Flow aligned surfacing of curve networks

We propose a new approach for automatic surfacing of 3D curve networks, a long standing computer graphics problem which has garnered new attention with the emergence of sketch based modeling systems capable of producing such networks. Our approach is motivated by recent studies suggesting that artist-designed curve networks consist of descriptive... (more)

Topology-constrained surface reconstruction from cross-sections

In this work we detail the first algorithm that provides topological control during surface reconstruction from an input set of planar cross-sections.... (more)

MultiFab

We have developed a multi-material 3D printing platform that is high-resolution, low-cost, and extensible. The key part of our platform is an integrated machine vision system. This system allows for self-calibration of printheads, 3D scanning, and a closed-feedback loop to enable print corrections. The integration of machine vision with 3D printing... (more)

Color imaging and pattern hiding on a metallic substrate

We present a new approach for the reproduction of color images on a metallic substrate that look bright and colorful under specular reflection... (more)

Computational hydrographic printing

Hydrographic printing is a well-known technique in industry for transferring color inks on a thin film to the surface of a manufactured 3D object. It enables high-quality coloring of object surfaces and works with a wide range of materials, but suffers from the inability to accurately register color texture to complex surface geometries. Thus, it... (more)

Stable constrained dynamics

We present a unification of the two main approaches to simulate deformable solids, namely elasticity and constraints. Elasticity accurately handles soft to moderately stiff objects, but becomes numerically hard as stiffness increases. Constraints efficiently handle high stiffness, but when integrated in time they can suffer from instabilities in... (more)

Air meshes for robust collision handling

We propose a new method for both collision detection and collision response geared towards handling complex deformable objects in close contact. Our method does not miss collision events between time steps and solves the challenging problem of untangling automatically and robustly. It is conceptually simple and straight forward to parallelize due... (more)

Aerophones in flatland

We present the first real-time technique to synthesize full-bandwidth sounds for 2D virtual wind instruments. A novel interactive wave solver is proposed that synthesizes audio at 128,000Hz on commodity graphics cards. Simulating the wave equation captures the resonant and radiative properties of the instrument body automatically. We show that a... (more)

Elastic textures for additive fabrication

We introduce elastic textures: a set of parametric, tileable, printable, cubic patterns achieving a broad range of isotropic elastic material properties: the softest pattern is over a thousand times softer than the stiffest, and the Poisson's ratios range from below zero to nearly 0.5. Using a combinatorial search over topologies followed by shape... (more)

Microstructures to control elasticity in 3D printing

We propose a method for fabricating deformable objects with spatially varying elasticity using 3D printing. Using a single, relatively stiff printer... (more)

By-example synthesis of structurally sound patterns

Several techniques exist to automatically synthesize a 2D image resembling an input exemplar texture. Most of the approaches optimize a new image so... (more)

Design and fabrication of flexible rod meshes

We present a computational tool for fabrication-oriented design of flexible rod meshes. Given a deformable surface and a set of deformed poses as input, our method automatically computes a printable rod mesh that, once manufactured, closely matches the input poses under the same boundary conditions.... (more)

Palette-based photo recoloring

Image editing applications offer a wide array of tools for color manipulation. Some of these tools are easy to understand but offer a limited range of expressiveness. Other more powerful tools are time consuming for experts and inscrutable to novices. Researchers have described a variety of more sophisticated methods but these are typically not... (more)

3DFlow

Mesh editing software is improving, allowing skilled artists to create detailed meshes efficiently. For a variety of reasons, artists are interested in sharing not just their final mesh but also their whole workflow, though the common media for sharing has limitations. In this paper, we present 3DFlow, an algorithm that computes continuous... (more)

Practical hex-mesh optimization via edge-cone rectification

The usability of hexahedral meshes depends on the degree to which the shape of their elements deviates from a perfect cube; a single concave, or... (more)

Hexahedral mesh re-parameterization from aligned base-complex

Recently, generating a high quality all-hex mesh of a given volume has gained much attention. However, little, if any, effort has been put into the... (more)

Dyadic T-mesh subdivision

Meshes with T-joints (T-meshes) and related high-order surfaces have many advantages in situations where flexible local refinement is needed. At the same time, designing subdivision rules and bases for T-meshes is much more difficult, and fewer options are available. For common geometric modeling tasks it is desirable to retain the simplicity and... (more)

Lillicon

Good icons are legible, and legible icons are scale-dependent. Experienced icon designers use a set of common strategies to create legible scale variations of icons, but executing those strategies with current tools can be challenging. In part, this is because many apparent objects, like hairlines formed by negative space, are not explicitly... (more)

Vector graphics animation with time-varying topology

We introduce the Vector Animation Complex (VAC), a novel data structure for vector graphics animation, designed to support the modeling of... (more)

Accelerating vector graphics rendering using the graphics hardware pipeline

We describe our successful initiative to accelerate Adobe Illustrator with the graphics hardware pipeline of modern GPUs. Relying on OpenGL 4.4 plus... (more)

Piko

We present Piko, a framework for designing, optimizing, and retargeting implementations of graphics pipelines on multiple architectures. Piko programmers express a graphics pipeline by organizing the computation within each stage into spatial bins and specifying a scheduling preference for these bins. Our compiler, Pikoc, compiles this input into... (more)

Fast grid-free surface tracking

We present a novel explicit surface tracking method. Its main advantage over existing approaches is the fact that it is both completely grid-free and fast which makes it ideal for the use in large unbounded domains. A further advantage is that its running time is less sensitive to temporal variations of the input mesh than existing approaches. In... (more)

Double bubbles sans toil and trouble

Simulating the delightful dynamics of soap films, bubbles, and foams has traditionally required the use of a fully three-dimensional many-phase Navier-Stokes solver, even though their visual appearance is completely dominated by the thin liquid surface. We depart from earlier work on soap bubbles and foams by noting that their dynamics are... (more)

Simulating rigid body fracture with surface meshes

We present a new brittle fracture simulation method based on a boundary integral formulation of elasticity and recent explicit surface mesh evolution... (more)

High-resolution brittle fracture simulation with boundary elements

We present a method for simulating brittle fracture under the assumptions of quasi-static linear elastic fracture mechanics (LEFM). Using the boundary... (more)

Improving light field camera sample design with irregularity and aberration

Conventional camera designs usually shun sample irregularities and lens aberrations. We demonstrate that such irregularities and aberrations, when... (more)

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About TOMACS

The ACM Transactions on Modeling and Computer Simulation (TOMACS) provides a single archival source for the publication of high-quality research and developmental results referring to all phases of the modeling and simulation life cycle. The subjects of emphasis are discrete event simulation, combined discrete and continuous simulation, as well as Monte Carlo methods.

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Forthcoming Articles
Online Structure Analysis for Real-time Indoor Scene Reconstruction

We propose a real-time approach for indoor scene reconstruction. It is capable of producing a ready-to-use 3D scene model even while the user is still scanning the environment with a consumer depth camera. Our approach features explicit representations of planar regions and non-planar objects extracted from the noisy feed of the depth camera, via an online structure analysis on the dynamic, incomplete data. The structural information is incorporated into the volumetric representation of the scene, resulting in a seamless integration with KinectFusion's global data structure and an efficient implementation of the whole reconstruction process. Moreover, heuristics based on rectilinear shapes in typical indoor scenes effectively eliminate camera tracking drift and further improve reconstruction accuracy. The instantaneous feedback enabled by our on-the-fly structure analysis, including repeated object recognition, allows the user to selectively scan the scene and produce high fidelity large-scale models efficiently. We demonstrate the capability of our system with real-life examples.

Continuum Foam: A Material Point Method for Shear-Dependent Flows

We consider the simulation of dense foams composed of microscopic bubbles, such as shaving cream and whipped cream. We represent foam not as a collection of discrete bubbles, but instead as a continuum. We employ the Material Point Method (MPM) to discretize a hyperelastic constitutive relation augmented with the Herschel-Bulkley model of non-Newtonian plastic flow, which is known to closely approximate foam behavior. Since large shearing flows in foam can produce poor distributions of material points, a typical MPM implementation can produce non-physical internal holes in the continuum. To address these artifacts, we introduce a particle resampling method for MPM. In addition, we introduce an explicit tearing model to prevent regions from shearing into artificially-thin, honey-like threads. We evaluate our methods efficacy by simulating a number of dense foams, and validate our method by comparing to real-world footage of foam.

Automatic Photo Adjustment Using Deep Neural Networks

Photo retouching enables photographers to invoke dramatic visual impressions by artistically enhancing their photos through stylistic color and tone adjustments. However, it is also a time-consuming and challenging task that requires advanced skills beyond the abilities of casual photographers. Using an automated algorithm is an appealing alternative to manual work but such an algorithm faces many hurdles. Many photographic styles rely on subtle adjustments that depend on the image content and even its semantics. Further, these adjustments are often spatially varying. Because of these characteristics, existing automatic algorithms are still limited and cover only a subset of these challenges. Recently, deep machine learning has shown abilities to address hard problems that resisted machine algorithms for long. In this paper, we explain how to formulate the automatic photo adjustment problem using deep learning. We also introduce an image descriptor that accounts for the local semantics of an image. Our experiments demonstrate that our deep learning formulation applied using these descriptors successfully capture sophisticated photographic styles. In particular and unlike previous techniques, it can model local adjustments that depend on the image semantics. We show on several examples that this yields results that are qualitatively and quantitatively better than previous work.

Fast 4D Sheared Filtering for Interactive Rendering of Distribution Effects

Soft shadows, depth of field, and diffuse global illumination are common distribution effects, usually rendered by Monte Carlo ray tracing. Physically correct, noise-free images can require hundreds or thousands of ray samples per pixel, and take a long time to compute. Recent approaches have exploited sparse sampling and filtering; the filtering is either fast (axis-aligned), but requires more input samples, or needs fewer input samples but is very slow (sheared). We present a new approach for fast sheared filtering on the GPU. Our algorithm factors the 4D sheared filter into four 1D filters. We derive complexity bounds for our method, showing that the per-pixel complexity is reduced from O(n^2 l^2) to O(nl), where n is the linear filter width (filter size is O(n^2)) and l is the (usually very small) number of samples for each dimension of the light or lens per pixel (spp is l^2). We thus reduce sheared filtering overhead dramatically. We demonstrate rendering of depth of field, soft shadows and diffuse global illumination at interactive speeds. We reduce the number of samples needed by 5  8×, compared to axis-aligned filtering, and framerates are 4× faster for equal quality.

Q-MAT: Computing Medial Axis Transform By Quadratic Error Minimization

The medial axis transform (MAT) is an important shape representation for shape approximation, shape recognition, and shape retrieval. Despite of years of research, there is still a lack of effective methods for efficient, robust and accurate computation of the MAT. We present an efficient method, called {\em Q-MAT}, that uses quadratic error minimization to compute a structurally simple, geometrically accurate, and compact representation of the MAT. We introduce a new error metric for approximation and a new quantitative characterization of unstable branches of the MAT, and integrate them in an extension of the well-known quadric error metric (QEM) framework for mesh decimation. Q-MAT is fast, removes insignificant unstable branches effectively, and produces a simple and accurate piecewise linear approximation of the MAT. The method is thoroughly validated and compared with existing methods for MAT computation.

Multiway K-Clustered Tensor Approximation: Toward High-Performance Photo-Realistic Data-Driven Rendering

This article presents a generalized sparse multilinear model, namely multiway K-clustered tensor approximation (MK-CTA), for synthesizing photo-realistic 3D images from large-scale multidimensional visual datasets. MK-CTA extends previous tensor approximation algorithms, particularly K-clustered tensor approximation (K-CTA), to partition a multidimensional dataset along more than one dimension into overlapped clusters. MK-CTA therefore can be regarded as a novel sparse tensor-based model that exploits the intra- and inter-cluster coherence simultaneously among different dimensions of an input dataset. Our experiments demonstrate that MK-CTA can accurately and compactly represent various multidimensional visual datasets, including bidirectional texture functions (BTFs), time-varying light fields (TVLFs), and time-varying volume data (TVVD), while easily achieving high rendering rates in practical applications.

Skeletal Joint Modeling in 6-DOF via Unit Dual Quaternion Regression for Hand Model Manipulation

Accurate Spherical Kernel Integrals Using Isotropic Decomposition

Spherical filtering is fundamental to many problems in image synthesis, such as computing the reflected light over a surface or anti-aliasing mirror reflections over a pixel. This operation is challenging since the profile of spherical filters (e.g., the view-evaluated BRDF or the geometry-warped pixel footprint, above) typically exhibits spatial- and rotational-variation at each pixel, precluding precomputed solutions. We accelerate complex spherical filtering tasks using \textit{isotropic spherical decomposition} (ISD), representing spherical filters as a linear combination of simpler \textit{isotropic} kernels. Our general ISD is flexible to the choice of the isotropic kernels, and we demonstrate practical realizations of ISD on several problems in rendering: shading and prefiltering with spatially-varying BRDFs, and anti-aliasing environment mapped mirror reflections. Compared to previous basis-space rendering solutions, ours generates ground truth-quality results at interactive rates, avoiding costly reconstruction and large approximation errors.

Extraction of the Quad Layout of a Triangle Mesh Guided by its Curve-Skeleton

We produce a coarse quad layout of articulated objects for applications in character modeling and animation. Our quad layout follows the intrinsic object structure described by its curve skeleton; it contains few irregular vertices of low degree; it can be immediately refined into a semi-regular quad mesh; it provides a structured domain for UV-mapping and parametrization. Our method is fast, one-click and it does not require any parameter setting. Optionally the user can steer the process through interactive tools during the construction of the quad layout.

Approximate Translational Building Blocks for Image Decomposition and Synthesis

We introduce approximate translational building blocks for unsupervised image parsing. Such building blocks are frequently appearing copies of image patches that are mapped coherently under translations. We exploit the coherency assumption to find approximate building blocks in noisy and ambiguous image data, using a spectral embedding of co-occurrence patterns. We quantitatively evaluate our method on a large benchmark data set and obtain clear improvements over state-of-the-art methods. We apply our method to texture synthesis by integrating building blocks constraints and their offset statistics into a conventional Markov Random Field model. A user study shows improved retargeting results even if the images are only partially described by a few types of building blocks.

Sketching Folds: Developable Surfaces from Non-Planar Silhouettes

Multi-View Intrinsic Images of Outdoors Scenes with an Application to Relighting

Predicting Appearance from Measured Microgeometry of Metal Surfaces

The visual appearance of many materials is created by micro-scale details of their surface geometry. In this paper, we investigate a new approach to capturing surface appearance without reflectance measurements, by deriving microfacet distributions directly from measured surface topography. Modern profilometers are capable of measuring surfaces with subwavelength. resolution at increasingly rapid rates. We consider both wave and geometric-optics methods for predicting BRDFs of measured surfaces and compare the results to optical measurements from a gonioreflectometer for five rough metallic samples. Surface measurements are also used to predict spatial variation, or texture, which is especially important for the appearance of our anisotropic brushed metal samples. Profilometer-based BRDF acquisition offers many potential advantages over traditional techniques, including speed and easy handling of anisotropic, highly directional materials. We also introduce a new generalized normal distribution function, the ellipsoidal NDF, to compactly represent non-symmetric features in our measured data.

SemanticPaint: Interactive 3D Labeling and Learning at your Fingertips

In this paper we present an entirely new approach, where live capture, segmentation, and learning of semantic 3D models can be performed interactively with the human in the loop. Specifically, our work allows novices and experts alike to simultaneously acquire real-time 3D models of the world, segment these models interactively by simply reaching out and touching desired objects and surfaces, and from these segmentations learn to label new unseen parts of the world, all in an online manner. Our work offers a number of unique capabilities beyond prior art. In current systems, capture is often laborious with no feedback as to the quality of the training data acquired, labeling typically requires days of crowd-sourcing, and learning can require hours of training time. Only after this process, are pretrained models ready for test, and any recognition errors will require repetition of some of these time consuming steps. Instead we provide a simple and unified user experience, which provides continuous live feedback of all parts of the pipeline during capture. Users can therefore immediately correct errors in the segmentation and/or learning. This leads to applications that are tailored or personalized specifically to the users environments and object classes of interest.

Modeling Character Canvases from Cartoon Drawings

We introduce a novel technique for construction of a 3D character proxy, or canvas, directly from a 2D cartoon drawing and a correspondingly posed 3D skeleton. Our choice of input is motivated by the observation that cartoon characters are well approximated by a union of generalized surface of revolution body parts, anchored by a skeleton. While 2D contour drawings allow ambiguous 3D interpretation, our use of a 3D skeleton eliminates such ambiguities and enables the construction of believable character canvases from complex drawings. Our canvases conform to input 2D contours, and are consistent with principles of human perception. We first segment the input contours into individual body-part outlines corresponding to 3D skeletal bones, resolving inter-part occlusions in the drawings and then compute canvas geometry, generating 3D generalized surfaces of revolution around the bones in a manner consistent with human perception. Our method produces believable canvases for characters drawn in complex poses with inter-part occlusions, variable contour depth, and significant foreshortening. Our canvases enable unconstrained 3D viewing, articulation and non-photorealistic rendering of cartoon characters. We validate our algorithm through a range of studies and produce a gallery of 3D canvases created from a set of character drawings with matching skeletons.

Bibliometrics

Publication Years 1982-2015
Publication Count 2498
Citation Count 60689
Available for Download 2496
Downloads (6 weeks) 57494
Downloads (12 Months) 368290
Downloads (cumulative) 2866461
Average downloads per article 1148
Average citations per article 24
First Name Last Name Award
Aseem Agarwala ACM Doctoral Dissertation Award (2006)
Narendra Ahuja ACM Fellows (1996)
Kurt B Akeley ACM Fellows (1996)
Ronald M Baecker ACM Fellows (2011)
Chandrajit L. Bajaj ACM Fellows (2009)
Alan H Barr ACM Fellows (1995)
Benjamin B Bederson ACM Distinguished Member (2011)
Kellogg S. Booth ACM Distinguished Member (2009)
ACM Senior Member (2009)
Alan H Borning ACM Fellows (2001)
Achi Brandt SIAM/ACM Prize in Computational Science and Engineering (2005)
Frederick Brooks ACM - IEEE CS Eckert-Mauchly Award (2004)
A. M. Turing Award (1999)
ACM AAAI Allen Newell Award (1994)
ACM Fellows (1994)
ACM Distinguished Service Award (1987)
William A.S. Buxton ACM Fellows (2008)
Stuart K. Card ACM Fellows (2000)
Bernard Chazelle ACM Fellows (1996)
Bing-Yu Chen ACM Senior Member (2011)
Michael F. Cohen ACM Fellows (2007)
Rob Cook ACM Fellows (1999)
Seth Cooper ACM Doctoral Dissertation Award (2011)
Thomas DeFanti ACM Fellows (1994)
Outstanding Contribution to ACM Award (1988)
James Demmel ACM Paris Kanellakis Theory and Practice Award (2014)
ACM Fellows (1999)
David P Dobkin ACM Fellows (1997)
David S Ebert ACM Senior Member (2009)
David Eppstein ACM Fellows (2011)
Irfan A Essa ACM Senior Member (2008)
Daniel Fay ACM Fellows (2007)
Adam Finkelstein ACM Fellows (2014)
James D Foley ACM Fellows (1999)
David Forsyth ACM Fellows (2013)
Henry Fuchs ACM Fellows (1995)
Donald Greenberg ACM Fellows (1995)
Markus Gross ACM Fellows (2012)
Leonidas J Guibas ACM AAAI Allen Newell Award (2007)
ACM Fellows (1999)
Baining Guo ACM Fellows (2011)
Pat Hanrahan ACM Fellows (2008)
David Harel ACM Software System Award (2007)
ACM Fellows (1994)
ACM Karl V. Karlstrom Outstanding Educator Award (1992)
Brian Hebert ACM - Infosys Foundation Award in the Computing Sciences (2007)
Derek Hoiem ACM Doctoral Dissertation Award (2008)
Hugues Hoppe ACM Fellows (2011)
Mark A Horowitz ACM Fellows (2003)
Warren A Hunt ACM Senior Member (2013)
Victoria L Interrante ACM Senior Member (2007)
Takeo Kanade ACM AAAI Allen Newell Award (2010)
ACM Fellows (1999)
Dina Katabi ACM Fellows (2013)
ACM Grace Murray Hopper Award (2012)
ACM Doctoral Dissertation Award (2003)
Donald E Knuth ACM Fellows (1994)
ACM Software System Award (1986)
A. M. Turing Award (1974)
ACM Grace Murray Hopper Award (1971)
Daphne Koller ACM - Infosys Foundation Award in the Computing Sciences (2007)
Marc Levoy ACM Fellows (2007)
Henry M Levy ACM Fellows (1996)
Ming C Lin ACM Fellows (2011)
Dinesh Manocha ACM Fellows (2009)
Michael Mitzenmacher ACM Fellows (2014)
J Nievergelt ACM Fellows (1995)
James F. O'Brien ACM Distinguished Member (2009)
Dan R Olsen ACM Fellows (2006)
Ming Ouhyoung ACM Senior Member (2007)
Franco P Preparata ACM Fellows (1995)
Sandy Ressler ACM Senior Member (2009)
Holly E Rushmeier ACM Distinguished Member (2006)
David H Salesin ACM Fellows (2002)
Hanan Samet ACM Paris Kanellakis Theory and Practice Award (2011)
ACM Fellows (1996)
Micha Sharir ACM Fellows (1997)
Stuart Shieber ACM Fellows (2014)
Ben Shneiderman ACM Fellows (1997)
Jeremy Sugerman ACM Software System Award (2009)
Subhash Suri ACM Fellows (2010)
ACM Distinguished Member (2007)
Ivan Sutherland ACM Fellows (1994)
ACM Software System Award (1993)
A. M. Turing Award (1988)
Richard Szeliski ACM Fellows (2008)
Shang-Hua Teng ACM Fellows (2009)
Demetri Terzopoulos ACM Fellows (2007)
Matthew A Turk ACM Senior Member (2007)
Baba C Vemuri ACM Fellows (2009)
Jeffrey S Vetter ACM Distinguished Member (2012)
ACM Gordon Bell Prize (2010)
ACM Fellows (1996)
Jeffrey S Vitter ACM Distinguished Member (2012)
ACM Gordon Bell Prize (2010)
ACM Fellows (1996)
J Turner Whitted ACM Fellows (1995)
Eugene Zhang ACM Senior Member (2010)
Lixia Zhang ACM Fellows (2006)
Yuanyuan Zhou ACM Fellows (2013)
ACM Distinguished Member (2011)
Denis Zorin ACM Gordon Bell Prize (2010)
Michael J Zyda ACM Senior Member (2009)
Andries van Dam ACM Fellows (1994)
ACM Karl V. Karlstrom Outstanding Educator Award (1993)
Andries van Dam ACM Fellows (1994)
ACM Karl V. Karlstrom Outstanding Educator Award (1993)

First Name Last Name Paper Counts
Daniel Cohen-Or 74
Frédo Durand 59
Baining Guo 57
Hans Seidel 55
Wojciech Matusik 50
Markus Gross 48
Kun Zhou 43
Heungyeung Shum 43
Ravi Ramamoorthi 38
Niloy Mitra 35
Ramesh Raskar 32
Szymon Rusinkiewicz 32
Maneesh Agrawala 30
Doug James 29
Kavita Bala 28
Jessica Hodgins 28
James O'Brien 28
Hugues Hoppe 27
Fabio Pellacini 27
Jovan Popovíc 26
Zoran Popović 26
Mark Pauly 24
Henrik Jensen 24
Eitan Grinspun 24
Pat Hanrahan 23
Peter Wonka 23
Richard Szeliski 22
Leonidas Guibas 22
Dani Lischinski 22
Steve Marschner 22
Mathieu Desbrun 22
Takeo Igarashi 21
Alla Sheffer 21
Hujun Bao 21
Greg Turk 20
Thomas Funkhouser 19
Shree Nayar 19
Ronald Fedkiw 19
Michael Cohen 19
David Salesin 19
Jan Kautz 19
Wojciech Jarosz 19
Hanspeter Pfister 19
Shimin Hu 18
Aseem Agarwala 18
Raanan Fattal 18
Jason Lawrence 18
Vladlen Koltun 18
Adam Finkelstein 18
Yaron Lipman 18
Helmut Pottmann 17
Bernd Bickel 17
Yizhou Yu 17
George Drettakis 17
Oliver Deussen 17
Tientsin Wong 17
Denis Zorin 17
Wolfgang Heidrich 17
Dinesh Pai 16
Derek Nowrouzezahrai 16
Pieter Peers 16
Olga Sorkine 16
Peter Schröder 16
Olga Sorkine-Hornung 15
John Snyder 15
Matthias Zwicker 15
Johannes Kopf 15
Paul Debevec 15
Julie Dorsey 14
Dinesh Manocha 14
Xin Tong 14
Robert Bridson 14
C Liu 14
Brian Curless 14
Michiel Van De Panne 14
Marc Alexa 14
Tobias Ritschel 14
Christian Theobalt 14
Ilya Baran 13
Diego Nehab 13
Marc Levoy 13
Chikeung Tang 13
Andrei Sharf 13
Tomas Akenine-Möller 13
Jian Sun 13
Wilmot Li 13
William Freeman 13
Bruce Walter 13
Stephen Lin 13
Ariel Shamir 13
Donald Greenberg 13
Aaron Hertzmann 12
Jaakko Lehtinen 12
Karol Myszkowski 12
Ming Lin 12
Hao Zhang 12
Carol O'Sullivan 12
Hao Zhang 12
Jinxiang Chai 12
Diego Gutierrez 12
Liyi Wei 12
Craig Gotsman 12
Tao Ju 11
Stelian Coros 11
Weiwei Xu 11
Toshiya Hachisuka 11
Sylvain Lefebvre 11
Tony DeRose 11
Andrew Selle 11
Chris Wojtan 11
Eli Shechtman 11
Douglas Lanman 11
Robert Sumner 11
Tim Weyrich 11
JeHee Lee 11
Bernhard Thomaszewski 11
Shuang Zhao 11
Dan Goldman 11
Adrien Treuille 11
Daniele Panozzo 10
Singbing Kang 10
Derek Bradley 10
Wenping Wang 10
Connelly Barnes 10
Yingqing Xu 10
John Hart 10
Leif Kobbelt 10
Tongyee Lee 10
Johannes Wallner 10
Holly Rushmeier 10
Alexei Efros 10
Jiaping Wang 10
Markus Gross 10
Sylvain Paris 10
Bruno Lévy 10
Yang Liu 10
Adrien Bousseau 10
Yiying Tong 10
François Sillion 10
Rasmus Tamstorf 9
Jiaya Jia 9
Steven Seitz 9
Adam Bargteil 9
Jue Wang 9
Marie Cani 9
Jernej Barbič 9
Joe Warren 9
Baoquan Chen 9
Jin Huang 9
Yue Dong 9
Miguel Otaduy 9
Timo Aila 9
Rui Wang 9
Philip Dutré 9
Ladislav Kavan 9
Alexander Hornung 9
Jarek Rossignac 9
Scott Schaefer 9
Nancy Pollard 9
Pierre Alliez 9
Elmar Eisemann 9
Matthew Fisher 9
Sylvain Paris 9
Hendrik Lensch 9
Kai Xu 8
Charles Loop 8
Chiwing Fu 8
Huamin Wang 8
Michael Goesele 8
Ulrich Pinkall 8
Rahul Narain 8
Eftychios Sifakis 8
Michael Kazhdan 8
Tomoyuki Nishita 8
Long Quan 8
Peter Belhumeur 8
Craig Donner 8
Miloš Hašan 8
Michael Garland 8
Cyril Soler 8
Alec Jacobson 8
Daniel Aliaga 8
Etienne Vouga 8
Wenzel Jakob 8
Hongbo Fu 8
Jaroslav Křivánek 8
Peter Sloan 8
Thabo Beeler 8
Piotr Didyk 8
Ping Tan 8
Kayvon Fatahalian 8
Baoquan Chen 8
Gordon Wetzstein 7
Ravi Ramamoorthi 7
Todd Zickler 7
Pradeep Sen 7
Edward Adelson 7
Ayellet Tal 7
Michael Gleicher 7
Marcus Magnor 7
François Faure 7
Doug DeCarlo 7
Mark Horowitz 7
Shinjiro Sueda 7
Peter Shirley 7
Phengann Heng 7
Matthias Hullin 7
Keenan Crane 7
Rafał Mantiuk 7
Minglun Gong 7
John Hughes 7
Matt Uyttendaele 7
Bedřich Beneš 7
Andrew Adams 7
Vladimir Kim 7
Ligang Liu 7
Brian Barsky 7
Demetri Terzopoulos 7
Qiming Hou 7
Kangkang Yin 7
David Forsyth 7
Nathan Carr 7
Paul Beardsley 7
William Mark 7
Jörg Peters 7
Daniel Vlasic 7
Michael Rubinstein 6
Erik Reinhard 6
Okan Arikan 6
David Bommes 6
Matthew Hirsch 6
Valerio Pascucci 6
Felix Heide 6
Max Wardetzky 6
Thorsten Thormählen 6
Mathieu Desbrun 6
Theodore Kim 6
Leonard McMillan 6
Eugene Zhang 6
Hao Li 6
Yuting Ye 6
Victor Ostromoukhov 6
Chiewlan Tai 6
Ron Goldman 6
Ivo Ihrke 6
James Ferwerda 6
Kari Pulli 6
Michael Wimmer 6
Elaine Cohen 6
Nuttapong Chentanez 6
Marc Stamminger 6
Chandrajit Bajaj 6
Mirela Ben-Chen 6
David Dobkin 6
Noah Snavely 6
Bart Adams 6
John Owens 6
Pitchaya Sitthi-Amorn 6
Kalyan Sunkavalli 6
Solomon Boulos 6
Maks Ovsjanikov 6
Matthias Nießner 6
Yoshinori Dobashi 6
Petrik Clarberg 6
Zeev Farbman 6
Tim Hawkins 6
Yongjoon Lee 6
Yaser Sheikh 6
Danny Kaufman 6
John Keyser 6
Frank Losasso 6
Anat Levin 6
Hui Huang 6
David Luebke 6
Manuel Oliveira 6
Pedro Sander 6
Robert Sumner 6
Tamy Boubekeur 6
Jonathan Ragan-Kelley 6
Brian Wyvill 6
Xinguo Liu 6
Abhijeet Ghosh 6
Hyeongseok Ko 6
Qixing Huang 6
Cem Yuksel 5
Evangelos Kalogerakis 5
Christoph Von Tycowicz 5
Dinesh Manocha 5
Samuli Laine 5
Igor Mordatch 5
Johannes Schmid 5
Carsten Rother 5
Jonathan Shewchuk 5
Matthias Müller 5
Yushuen Wang 5
James Tompkin 5
Klaus Hildebrandt 5
Alec Rivers 5
Thomas Funkhouser 5
Fernando De Goes 5
Ravish Mehra 5
Jack Tumblin 5
Ren Ng 5
John Anderson 5
John Lewis 5
David Harmon 5
Florence Bertails-Descoubes 5
Shimin Hu 5
Marco Tarini 5
Paolo Cignoni 5
Christopher Batty 5
Changxi Zheng 5
Tobias Pfaff 5
Andreas Weber 5
Jonathantyler Moon 5
Naga Govindaraju 5
Joelle Thollot 5
Min Kim 5
Martin Bokeloh 5
Olga Sorkine 5
Yotam Gingold 5
Andrew Nealen 5
Eugene Fiume 5
Shai Avidan 5
Yingge Qu 5
Michael Nielsen 5
Nicolas Holzschuch 5
Mario Botsch 5
Patrick Mullen 5
Nico Pietroni 5
Karan Singh 5
David Levin 5
Zhong Ren 5
Seungyong Lee 5
Christian Schulz 5
Marcel Campen 5
Ken Museth 5
Jianyuan Min 5
Brian Guenter 5
Aleksey Golovinskiy 5
Amit Agrawal 5
Kurt Akeley 5
Joseph Teran 5
Pascal Barla 5
Niloy Mitra 5
Min Tang 5
Ashish Myles 5
Nils Thuerey 5
Boris Neubert 5
Carsten Dachsbacher 5
Oliver Van Kaick 5
Jianmin Zheng 5
Jacob Munkberg 5
Ulf Assarsson 5
Christoph Bregler 5
Sebastian Thrun 5
Ramesh Raskar 5
Ares Lagae 5
Lvdi Wang 5
Dongming Yan 5
Linjie Luo 5
Arno Zinke 5
Emily Whiting 5
Adam Arbree 5
Xin Tong 5
Xiaohan Shi 5
Carsten Dachsbacher 5
Charles Zitnick 5
Shahram Izadi 5
Ofir Weber 5
Youngjun Kim 5
Nicolas Ray 5
Rachel McDonnell 5
Xin Sun 5
Sungeui Yoon 5
Yungyu Chuang 5
Philipp Slusallek 5
Nils Thürey 5
Yongliang Yang 5
Paul Kry 5
Michael Wand 5
Kai Hormann 5
Martin Kilian 5
Sebastian Martin 5
Ariel Shamir 4
Art Tevs 4
Billy Chen 4
David Jacobs 4
Jeongmo Hong 4
Sergey Levine 4
Stephen DiVerdi 4
Steven Drucker 4
Gaël Guennebaud 4
Mark Meyer 4
Yin Li 4
Robert Klassen 4
William Cowan 4
Belen Masia 4
Scott Hudson 4
Yueshan Xiong 4
Jiawen Chen 4
Aaron Hertzmann 4
James Hays 4
Leif Kobbelt 4
Kartic Subr 4
Anton Kaplanyan 4
Lakulish Antani 4
Xi Wang 4
Greg Humphreys 4
Roger Hersch 4
Qionghai Dai 4
Jay Busch 4
Robert Carroll 4
Victor Zordan 4
Nobuyuki Umetani 4
Aljoscha Smolic 4
Moritz Bächer 4
Rodolfo Lima 4
Tianjia Shao 4
Dan Olsen 4
Sunghee Lee 4
Weiwen Feng 4
Sungyong Shin 4
Sofien Bouaziz 4
Ashok Veeraraghavan 4
Greg Ward 4
Makoto Okabe 4
Tunç Aydın 4
Floraine Berthouzoz 4
Junyong Noh 4
Jason Sewall 4
Saikit Yeung 4
Qixing Huang 4
Claude Knaus 4
Jon Hasselgren, 4
Christopher Twigg 4
Liyi Wei 4
Taipang Wu 4
Kevin Egan 4
Alexander Schiftner 4
Gladimir Baranoski 4
Lei Yang 4
Stefan Jeschke 4
Basile Audoly 4
Radomír Měch 4
Jun Mitani 4
Sören Pirk 4
Enrico Puppo 4
Taku Komura 4
Katherine Breeden 4
Chaohui Shen 4
Martin Wicke 4
Thomas Sederberg 4
Ran Gal 4
Bo Sun 4
Robert Cook 4
Forrester Cole 4
Graham Fyffe 4
Charles Han 4
Reinhard Klein 4
Roland Fleming 4
Mingming Cheng 4
Xin Tong 4
Jack Wang 4
Bingyu Chen 4
John Beatty 4
Geoffrey Irving 4
Michael Burns 4
David Cohen-Steiner 4
Ari Rappoport 4
Michael Brown 4
Martin Fuchs 4
Dhruv Mahajan 4
Philippe Beaudoin 4
Ying He 4
Carsten Stoll 4
Karan Singh 4
Aditi Majumder 4
Tamal Dey 4
Frédo Durand 4
James Gregson 4
Rasmus Barringer 4
Gabriel Taubin 4
Neel Joshi 4
Mira Dontcheva 4
Lee Markosian 4
Hao Li 4
Andrew Jones 4
Tiberiu Popa 4
Ralph Martin 4
Vitor Pamplona 4
Peter Kaufmann 4
Soheil Darabi 4
Ken Perlin 4
Iman Sadeghi 4
Srinivasa Narasimhan 4
Jos Stam 4
Simon Heinzle 4
Kevin Wampler 4
Yanyun Chen 4
Changxi Zheng 4
Kanghoon Lee 3
Bryan Klingner 3
Holger Theisel 3
Lucas Kovar 3
Kenshi Takayama 3
Menglei Chai 3
Heinrich Bülthoff 3
Matthias Teschner 3
Steffen Weißmann 3
Michael Schwarz 3
Samuel Hasinoff 3
Joshua Litven 3
Abhinav Golas 3
Tsuyoshi Yamamoto 3
Qunsheng Peng 3
Tomas Davidovic 3
Fabrice Rousselle 3
Zhigang Deng 3
Loïc Barthe 3
Bianca Falcidieno 3
Aner Ben-Artzi 3
Bruce Gooch 3
Peter Sand 3
Paul Reitsma 3
Aaron Lefohn 3
Xin Tong 3
Feng Sun 3
Dilip Krishnan 3
Jinxiang Chai 3
Noam Aigerman 3
Emily Cooper 3
Martin Banks 3
Michael Ashikhmin 3
Yukun Lai 3
Steven Gortler 3
Julien Pettré 3
Takashi Ijiri 3
Bailin Deng 3
Roi Poranne 3
Mark Meyer 3
Michael Zollhöfer 3
Fuhua Cheng 3
Hungkuo Chu 3
Byunguck Kim 3
Jongmin Baek 3
Eitan Grinspun 3
Hengchin Yeh 3
Amitabh Varshney 3
David Cline 3
Hongzhi Wu 3
Sumit Jain 3
Benjamin Gilles 3
Amit Bermano 3
Fabian Hahn 3
Jie Tan 3
Jonathan Kaldor 3
Yanlin Weng 3
Oliver Wang 3
Xiaobai Chen 3
Falai Chen 3
Ulrich Neumann 3
Gregory Johnson 3
Ohyoung Song 3
Oliver Bimber 3
Xavier Granier 3
Peiran Ren 3
Minmin Gong 3
Baining Guo 3
Nicolas Bonneel 3
Kenneth Torrance 3
Xianying Li 3
Shisheng Huang 3
Siddhartha Chaudhuri 3
Paul Green 3
William Kerr 3
Tiantian Liu 3
Micah Johnson 3
Helge Seetzen 3
Insung Ihm 3
Jianxiong Xiao 3
Liqian Ma 3
Wolfgang Heidrich 3
Guofu Xie 3
Adrian Butscher 3
Leonidas Guibas 3
Hany Farid 3
Oscar Au 3
Eric Stollnitz 3
Nikunj Raghuvanshi 3
Ingo Wald 3
Ryan Schmidt 3
Gang Zeng 3
Andrew Blake 3
Philip Hubbard 3
Andreas Soderstrom 3
Erik Sintorn 3
Jorge Lopez-Moreno 3
Xueming Yu 3
Ankit Mohan 3
Jarke Van Wijk 3
Marco Da Silva 3
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