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SIGGRAPH '04: ACM SIGGRAPH 2004 Papers



Section: Graphics is fun

Graphics gems revisited: fast and physically-based rendering of gemstones
Stephane Guy, Cyril Soler
Pages: 231-238
DOI: 10.1145/1015706.1015708
We present an algorithm for rendering faceted colored gemstones in real time, using graphics hardware. Beyond the technical challenge of handling the complex behavior of light in such objects, a real time high quality rendering of gemstones has...

Band moiré images
Roger David Hersch, Sylvain Chosson
Pages: 239-247
DOI: 10.1145/1015706.1015709
We propose a new powerful way of synthesizing moiré images that enables the creation of dynamically moving messages incorporating text, symbols, and color elements. Moiré images appear when superposing a base layer made of replicated...

Perceptual audio rendering of complex virtual environments
Nicolas Tsingos, Emmanuel Gallo, George Drettakis
Pages: 249-258
DOI: 10.1145/1015706.1015710
We propose a real-time 3D audio rendering pipeline for complex virtual scenes containing hundreds of moving sound sources. The approach, based on auditory culling and spatial level-of-detail, can handle more than ten times the number of sources...

Making papercraft toys from meshes using strip-based approximate unfolding
Jun Mitani, Hiromasa Suzuki
Pages: 259-263
DOI: 10.1145/1015706.1015711
We propose a new method for producing unfolded papercraft patterns of rounded toy animal figures from triangulated meshes by means of strip-based approximation. Although in principle a triangulated model can be unfolded simply by retaining as much as...

Section: Graphics is fun

Defining point-set surfaces
Nina Amenta, Yong Joo Kil
Pages: 264-270
DOI: 10.1145/1015706.1015713
The MLS surface [Levin 2003], used for modeling and rendering with point clouds, was originally defined algorithmically as the output of a particular meshless construction. We give a new explicit definition in terms of the critical points of an...

A simple manifold-based construction of surfaces of arbitrary smoothness
Lexing Ying, Denis Zorin
Pages: 271-275
DOI: 10.1145/1015706.1015714
We present a smooth surface construction based on the manifold approach of Grimm and Hughes. We demonstrate how this approach can relatively easily produce a number of desirable properties which are hard to achieve simultaneously with polynomial...

T-spline simplification and local refinement
Thomas W. Sederberg, David L. Cardon, G. Thomas Finnigan, Nicholas S. North, Jianmin Zheng, Tom Lyche
Pages: 276-283
DOI: 10.1145/1015706.1015715
A typical NURBS surface model has a large percentage of superfluous control points that significantly interfere with the design process. This paper presents an algorithm for eliminating such superfluous control points, producing a T-spline. The...

Energy-minimizing splines in manifolds
Michael Hofer, Helmut Pottmann
Pages: 284-293
DOI: 10.1145/1015706.1015716
Variational interpolation in curved geometries has many applications, so there has always been demand for geometrically meaningful and efficiently computable splines in manifolds. We extend the definition of the familiar cubic spline curves...

Section: Graphics is fun

Interactive digital photomontage
Aseem Agarwala, Mira Dontcheva, Maneesh Agrawala, Steven Drucker, Alex Colburn, Brian Curless, David Salesin, Michael Cohen
Pages: 294-302
DOI: 10.1145/1015706.1015718
We describe an interactive, computer-assisted framework for combining parts of a set of photographs into a single composite picture, a process we call "digital photomontage." Our framework makes use of two techniques primarily: graph-cut...

Lazy snapping
Yin Li, Jian Sun, Chi-Keung Tang, Heung-Yeung Shum
Pages: 303-308
DOI: 10.1145/1015706.1015719
In this paper, we present Lazy Snapping, an interactive image cutout tool. Lazy Snapping separates coarse and fine scale processing, making object specification and detailed adjustment easy. Moreover, Lazy Snapping provides instant...

"GrabCut": interactive foreground extraction using iterated graph cuts
Carsten Rother, Vladimir Kolmogorov, Andrew Blake
Pages: 309-314
DOI: 10.1145/1015706.1015720
The problem of efficient, interactive foreground/background segmentation in still images is of great practical importance in image editing. Classical image segmentation tools use either texture (colour) information, e.g. Magic Wand, or edge...

Poisson matting
Jian Sun, Jiaya Jia, Chi-Keung Tang, Heung-Yeung Shum
Pages: 315-321
DOI: 10.1145/1015706.1015721
In this paper, we formulate the problem of natural image matting as one of solving Poisson equations with the matte gradient field. Our approach, which we call Poisson matting, has the following advantages. First, the matte is directly...

Section: Graphics is fun

Volumetric illustration: designing 3D models with internal textures
Shigeru Owada, Frank Nielsen, Makoto Okabe, Takeo Igarashi
Pages: 322-328
DOI: 10.1145/1015706.1015723
This paper presents an interactive system for designing and browsing volumetric illustrations. Volumetric illustrations are 3D models with internal textures that the user can browse by cutting the models at desired locations. To assign internal...

Stereological techniques for solid textures
Robert Jagnow, Julie Dorsey, Holly Rushmeier
Pages: 329-335
DOI: 10.1145/1015706.1015724
We describe the use of traditional stereological methods to synthesize 3D solid textures from 2D images of existing materials. We first illustrate our approach for aggregate materials of spherical particles, and then extend the technique to apply to...

TensorTextures: multilinear image-based rendering
M. Alex O. Vasilescu, Demetri Terzopoulos
Pages: 336-342
DOI: 10.1145/1015706.1015725
This paper introduces a tensor framework for image-based rendering. In particular, we develop an algorithm called TensorTextures that learns a parsimonious model of the bidirectional texture function (BTF) from observational data. Given an ensemble...

Shell texture functions
Yanyun Chen, Xin Tong, Jiaping Wang, Stephen Lin, Baining Guo, Heung-Yeung Shum
Pages: 343-353
DOI: 10.1145/1015706.1015726
We propose a texture function for realistic modeling and efficient rendering of materials that exhibit surface mesostructures, translucency and volumetric texture variations. The appearance of such complex materials for dynamic lighting and viewing...

Section: Graphics is fun

Textureshop: texture synthesis as a photograph editing tool
Hui Fang, John C. Hart
Pages: 354-359
DOI: 10.1145/1015706.1015728
We combine existing techniques for shape-from-shading and texture synthesis to create a new tool for texturing objects in photographs. Our approach clusters pixels with similar recovered normals into patches on which texture is synthesized....

Flow-based video synthesis and editing
Kiran S. Bhat, Steven M. Seitz, Jessica K. Hodgins, Pradeep K. Khosla
Pages: 360-363
DOI: 10.1145/1015706.1015729
This paper presents a novel algorithm for synthesizing and editing video of natural phenomena that exhibit continuous flow patterns. The algorithm analyzes the motion of textured particles in the input video along user-specified flow lines, and...

Feature matching and deformation for texture synthesis
Qing Wu, Yizhou Yu
Pages: 364-367
DOI: 10.1145/1015706.1015730
One significant problem in patch-based texture synthesis is the presence of broken features at the boundary of adjacent patches. The reason is that optimization schemes for patch merging may fail when neighborhood search cannot find satisfactory...

Near-regular texture analysis and manipulation
Yanxi Liu, Wen-Chieh Lin, James Hays
Pages: 368-376
DOI: 10.1145/1015706.1015731
A near-regular texture deviates geometrically and photometrically from a regular congruent tiling. Although near-regular textures are ubiquitous in the man-made and natural world, they present computational challenges for state of the art texture...

Section: Graphics is fun

Rigid fluid: animating the interplay between rigid bodies and fluid
Mark Carlson, Peter J. Mucha, Greg Turk
Pages: 377-384
DOI: 10.1145/1015706.1015733
We present the Rigid Fluid method, a technique for animating the interplay between rigid bodies and viscous incompressible fluid with free surfaces. We use distributed Lagrange multipliers to ensure two-way coupling that generates realistic...

A virtual node algorithm for changing mesh topology during simulation
Neil Molino, Zhaosheng Bao, Ron Fedkiw
Pages: 385-392
DOI: 10.1145/1015706.1015734
We propose a virtual node algorithm that allows material to separate along arbitrary (possibly branched) piecewise linear paths through a mesh. The material within an element is fragmented by creating several replicas of the element and assigning a...

BD-tree: output-sensitive collision detection for reduced deformable models
Doug L. James, Dinesh K. Pai
Pages: 393-398
DOI: 10.1145/1015706.1015735
We introduce the Bounded Deformation Tree, or BD-Tree, which can perform collision detection with reduced deformable models at costs comparable to collision detection with rigid objects. Reduced deformable models represent complex deformations as...

Deformation transfer for triangle meshes
Robert W. Sumner, Jovan Popović
Pages: 399-405
DOI: 10.1145/1015706.1015736
Deformation transfer applies the deformation exhibited by a source triangle mesh onto a different target triangle mesh. Our approach is general and does not require the source and target to share the same number of vertices or triangles, or to have...

Section: Graphics is fun

RFIG lamps: interacting with a self-describing world via photosensing wireless tags and projectors
Ramesh Raskar, Paul Beardsley, Jeroen van Baar, Yao Wang, Paul Dietz, Johnny Lee, Darren Leigh, Thomas Willwacher
Pages: 406-415
DOI: 10.1145/1015706.1015738
This paper describes how to instrument the physical world so that objects become self-describing, communicating their identity, geometry, and other information such as history or user annotation. The enabling technology is a wireless tag which acts...

VisualIDs: automatic distinctive icons for desktop interfaces
J. P. Lewis, Ruth Rosenholtz, Nickson Fong, Ulrich Neumann
Pages: 416-423
DOI: 10.1145/1015706.1015739
Although existing GUIs have a sense of space, they provide no sense of place. Numerous studies report that users misplace files and have trouble wayfinding in virtual worlds despite the fact that people have remarkable visual and spatial abilities....

Motion doodles: an interface for sketching character motion
Matthew Thorne, David Burke, Michiel van de Panne
Pages: 424-431
DOI: 10.1145/1015706.1015740
In this paper we present a novel system for sketching the motion of a character. The process begins by sketching a character to be animated. An animated motion is then created for the character by drawing a continuous sequence of lines, arcs, and...

MathPad2: a system for the creation and exploration of mathematical sketches
Joseph J. LaViola, Jr., Robert C. Zeleznik
Pages: 432-440
DOI: 10.1145/1015706.1015741
We present mathematical sketching, a novel, pen-based, modeless gestural interaction paradigm for mathematics problem solving. Mathematical sketching derives from the familiar pencil-and-paper process of drawing supporting diagrams to...

Section: Graphics is fun

Target-driven smoke animation
Raanan Fattal, Dani Lischinski
Pages: 441-448
DOI: 10.1145/1015706.1015743
In this paper we present a new method for efficiently controlling animated smoke. Given a sequence of target smoke states, our method generates a smoke simulation in which the smoke is driven towards each of these targets in turn, while exhibiting...

Fluid control using the adjoint method
Antoine McNamara, Adrien Treuille, Zoran Popović, Jos Stam
Pages: 449-456
DOI: 10.1145/1015706.1015744
We describe a novel method for controlling physics-based fluid simulations through gradient-based nonlinear optimization. Using a technique known as the adjoint method, derivatives can be computed efficiently, even for large 3D simulations...

Simulating water and smoke with an octree data structure
Frank Losasso, Frédéric Gibou, Ron Fedkiw
Pages: 457-462
DOI: 10.1145/1015706.1015745
We present a method for simulating water and smoke on an unrestricted octree data structure exploiting mesh refinement techniques to capture the small scale visual detail. We propose a new technique for discretizing the Poisson equation on...

A method for animating viscoelastic fluids
Tolga G. Goktekin, Adam W. Bargteil, James F. O'Brien
Pages: 463-468
DOI: 10.1145/1015706.1015746
This paper describes a technique for animating the behavior of viscoelastic fluids, such as mucus, liquid soap, pudding, toothpaste, or clay, that exhibit a combination of both fluid and solid characteristics. The technique builds upon prior Eulerian...

Section: Graphics is fun

An approximate global illumination system for computer generated films
Eric Tabellion, Arnauld Lamorlette
Pages: 469-476
DOI: 10.1145/1015706.1015748
Lighting models used in the production of computer generated feature animation have to be flexible, easy to control, and efficient to compute. Global illumination techniques do not lend themselves easily to flexibility, ease of use, or speed, and...

Triple product wavelet integrals for all-frequency relighting
Ren Ng, Ravi Ramamoorthi, Pat Hanrahan
Pages: 477-487
DOI: 10.1145/1015706.1015749
This paper focuses on efficient rendering based on pre-computed light transport, with realistic materials and shadows under all-frequency direct lighting such an environment maps. The basic difficulty is representation and computation in the 6D space...

Fast hierarchical importance sampling with blue noise properties
Victor Ostromoukhov, Charles Donohue, Pierre-Marc Jodoin
Pages: 488-495
DOI: 10.1145/1015706.1015750
This paper presents a novel method for efficiently generating a good sampling pattern given an importance density over a 2D domain. A Penrose tiling is hierarchically subdivided creating a sufficiently large number of sample points. These points are...

Efficient BRDF importance sampling using a factored representation
Jason Lawrence, Szymon Rusinkiewicz, Ravi Ramamoorthi
Pages: 496-505
DOI: 10.1145/1015706.1015751
High-quality Monte Carlo image synthesis requires the ability to importance sample realistic BRDF models. However, analytic sampling algorithms exist only for the Phong model and its derivatives such as Lafortune and Blinn-Phong. This paper...

Section: Graphics is fun

Speaking with hands: creating animated conversational characters from recordings of human performance
Matthew Stone, Doug DeCarlo, Insuk Oh, Christian Rodriguez, Adrian Stere, Alyssa Lees, Chris Bregler
Pages: 506-513
DOI: 10.1145/1015706.1015753
We describe a method for using a database of recorded speech and captured motion to create an animated conversational character. People's utterances are composed of short, clearly-delimited phrases; in each phrase, gesture and speech go together...

Synthesizing physically realistic human motion in low-dimensional, behavior-specific spaces
Alla Safonova, Jessica K. Hodgins, Nancy S. Pollard
Pages: 514-521
DOI: 10.1145/1015706.1015754
Optimization is an appealing way to compute the motion of an animated character because it allows the user to specify the desired motion in a sparse, intuitive way. The difficulty of solving this problem for complex characters such as humans is due...

Style-based inverse kinematics
Keith Grochow, Steven L. Martin, Aaron Hertzmann, Zoran Popović
Pages: 522-531
DOI: 10.1145/1015706.1015755
This paper presents an inverse kinematics system based on a learned model of human poses. Given a set of constraints, our system can produce the most likely pose satisfying those constraints, in real-time. Training the model on different input data...

Synthesizing animations of human manipulation tasks
Katsu Yamane, James J. Kuffner, Jessica K. Hodgins
Pages: 532-539
DOI: 10.1145/1015706.1015756
Even such simple tasks as placing a box on a shelf are difficult to animate, because the animator must carefully position the character to satisfy geometric and balance constraints while creating motion to perform the task with a natural-looking...

Section: Graphics is fun

Pitching a baseball: tracking high-speed motion with multi-exposure images
Christian Theobalt, Irene Albrecht, Jörg Haber, Marcus Magnor, Hans-Peter Seidel
Pages: 540-547
DOI: 10.1145/1015706.1015758
Athletes and coaches in most professional sports make use of high-tech equipment to analyze and, subsequently, improve the athlete's performance. High-speed video cameras are employed, for instance, to record the swing of a golf club or a tennis...

Spacetime faces: high resolution capture for modeling and animation
Li Zhang, Noah Snavely, Brian Curless, Steven M. Seitz
Pages: 548-558
DOI: 10.1145/1015706.1015759
We present an end-to-end system that goes from video sequences to high resolution, editable, dynamically controllable face models. The capture system employs synchronized video cameras and structured light projectors to record videos of a moving face...

Automated extraction and parameterization of motions in large data sets
Lucas Kovar, Michael Gleicher
Pages: 559-568
DOI: 10.1145/1015706.1015760
Large motion data sets often contain many variants of the same kind of motion, but without appropriate tools it is difficult to fully exploit this fact. This paper provides automated methods for identifying logically similar motions in a data set and...

Obscuring length changes during animated motion
Jason Harrison, Ronald A. Rensink, Michiel van de Panne
Pages: 569-573
DOI: 10.1145/1015706.1015761
In this paper we examine to what extent the lengths of the links in an animated articulated-figure can be changed without the viewer being aware of the change. This is investigated in terms of a framework that emphasizes the role of attention in...

Section: Graphics is fun

Video tooning
Jue Wang, Yingqing Xu, Heung-Yeung Shum, Michael F. Cohen
Pages: 574-583
DOI: 10.1145/1015706.1015763
We describe a system for transforming an input video into a highly abstracted, spatio-temporally coherent cartoon animation with a range of styles. To achieve this, we treat video as a space-time volume of image data. We have developed an anisotropic...

Keyframe-based tracking for rotoscoping and animation
Aseem Agarwala, Aaron Hertzmann, David H. Salesin, Steven M. Seitz
Pages: 584-591
DOI: 10.1145/1015706.1015764
We describe a new approach to rotoscoping --- the process of tracking contours in a video sequence --- that combines computer vision with user interaction. In order to track contours in video, the user specifies curves in two or more frames; these...

Video matching
Peter Sand, Seth Teller
Pages: 592-599
DOI: 10.1145/1015706.1015765
This paper describes a method for bringing two videos (recorded at different times) into spatiotemporal alignment, then comparing and combining corresponding pixels for applications such as background subtraction, compositing, and increasing dynamic...

High-quality video view interpolation using a layered representation
C. Lawrence Zitnick, Sing Bing Kang, Matthew Uyttendaele, Simon Winder, Richard Szeliski
Pages: 600-608
DOI: 10.1145/1015706.1015766
The ability to interactively control viewpoint while watching a video is an exciting application of image-based rendering. The goal of our work is to render dynamic scenes with interactive viewpoint control using a relatively small number of video...

Section: Graphics is fun

Ridge-valley lines on meshes via implicit surface fitting
Yutaka Ohtake, Alexander Belyaev, Hans-Peter Seidel
Pages: 609-612
DOI: 10.1145/1015706.1015768
We propose a simple and effective method for detecting view-and scale-independent ridge-valley lines defined via first- and second-order curvature derivatives on shapes approximated by dense triangle meshes. A high-quality estimation of high-order...

Fair morse functions for extracting the topological structure of a surface mesh
Xinlai Ni, Michael Garland, John C. Hart
Pages: 613-622
DOI: 10.1145/1015706.1015769
Morse theory reveals the topological structure of a shape based on the critical points of a real function over the shape. A poor choice of this real function can lead to a complex configuration of an unnecessarily high number of critical points. This...

Shape matching and anisotropy
Michael Kazhdan, Thomas Funkhouser, Szymon Rusinkiewicz
Pages: 623-629
DOI: 10.1145/1015706.1015770
With recent improvements in methods for the acquisition and rendering of 3D models, the need for retrieval of models has gained prominence in the graphics and vision communities. A variety of methods have been proposed that enable the efficient...

Section: Graphics is fun

An intuitive framework for real-time freeform modeling
Mario Botsch, Leif Kobbelt
Pages: 630-634
DOI: 10.1145/1015706.1015772
We present a freeform modeling framework for unstructured triangle meshes which is based on constraint shape optimization. The goal is to simplify the user interaction even for quite complex freeform or multiresolution modifications. The user first...

Interactive modeling of topologically complex geometric detail
Jianbo Peng, Daniel Kristjansson, Denis Zorin
Pages: 635-643
DOI: 10.1145/1015706.1015773
Volume textures aligned with a surface can be used to add topologically complex geometric detail to objects in an efficient way, while retaining an underlying simple surface structure.Adding a volume texture to a surface requires more than a...

Mesh editing with poisson-based gradient field manipulation
Yizhou Yu, Kun Zhou, Dong Xu, Xiaohan Shi, Hujun Bao, Baining Guo, Heung-Yeung Shum
Pages: 644-651
DOI: 10.1145/1015706.1015774
In this paper, we introduce a novel approach to mesh editing with the Poisson equation as the theoretical foundation. The most distinctive feature of this approach is that it modifies the original mesh geometry implicitly through gradient field...

Modeling by example
Thomas Funkhouser, Michael Kazhdan, Philip Shilane, Patrick Min, William Kiefer, Ayellet Tal, Szymon Rusinkiewicz, David Dobkin
Pages: 652-663
DOI: 10.1145/1015706.1015775
In this paper, we investigate a data-driven synthesis approach to constructing 3D geometric surface models. We provide methods with which a user can search a large database of 3D meshes to find parts of interest, cut the desired parts out of the...

Section: Graphics is fun

Digital photography with flash and no-flash image pairs
Georg Petschnigg, Richard Szeliski, Maneesh Agrawala, Michael Cohen, Hugues Hoppe, Kentaro Toyama
Pages: 664-672
DOI: 10.1145/1015706.1015777
Digital photography has made it possible to quickly and easily take a pair of images of low-light environments: one with flash to capture detail and one without flash to capture ambient illumination. We present a variety of applications that analyze...

Flash photography enhancement via intrinsic relighting
Elmar Eisemann, Frédo Durand
Pages: 673-678
DOI: 10.1145/1015706.1015778
We enhance photographs shot in dark environments by combining a picture taken with the available light and one taken with the flash. We preserve the ambiance of the original lighting and insert the sharpness from the flash image. We use the bilateral...

Non-photorealistic camera: depth edge detection and stylized rendering using multi-flash imaging
Ramesh Raskar, Kar-Han Tan, Rogerio Feris, Jingyi Yu, Matthew Turk
Pages: 679-688
DOI: 10.1145/1015706.1015779
We present a non-photorealistic rendering approach to capture and convey shape features of real-world scenes. We use a camera with multiple flashes that are strategically positioned to cast shadows along depth discontinuities in the scene. The...

Colorization using optimization
Anat Levin, Dani Lischinski, Yair Weiss
Pages: 689-694
DOI: 10.1145/1015706.1015780
Colorization is a computer-assisted process of adding color to a monochrome image or movie. The process typically involves segmenting images into regions and tracking these regions across image sequences. Neither of these tasks can be performed...

Section: Graphics is fun

Protected interactive 3D graphics via remote rendering
David Koller, Michael Turitzin, Marc Levoy, Marco Tarini, Giuseppe Croccia, Paolo Cignoni, Roberto Scopigno
Pages: 695-703
DOI: 10.1145/1015706.1015782
Valuable 3D graphical models, such as high-resolution digital scans of cultural heritage objects, may require protection to prevent piracy or misuse, while still allowing for interactive display and manipulation by a widespread audience. We have...

Eyes for relighting
Ko Nishino, Shree K. Nayar
Pages: 704-711
DOI: 10.1145/1015706.1015783
The combination of the cornea of an eye and a camera viewing the eye form a catadioptric (mirror + lens) imaging system with a very wide field of view. We present a detailed analysis of the characteristics of this corneal imaging system. Anatomical...

Capture of hair geometry from multiple images
Sylvain Paris, Hector M. Briceño, François X. Sillion
Pages: 712-719
DOI: 10.1145/1015706.1015784
Hair is a major feature of digital characters. Unfortunately, it has a complex geometry which challenges standard modeling tools. Some dedicated techniques exist, but creating a realistic hairstyle still takes hours. Complementary to user-driven...

Volumetric reconstruction and interactive rendering of trees from photographs
Alex Reche-Martinez, Ignacio Martin, George Drettakis
Pages: 720-727
DOI: 10.1145/1015706.1015785
Reconstructing and rendering trees is a challenging problem due to the geometric complexity involved, and the inherent difficulties of capture. In this paper we propose a volumetric approach to capture and render trees with relatively sparse foliage....

Section: Graphics is fun

Perceptually-supported image editing of text and graphics
Eric Saund, David Fleet, Daniel Larner, James Mahoney
Pages: 728-728
DOI: 10.1145/1015706.1015787
This extended abstract reprises our UIST '03 paper on "Perceptually-Supported Image Editing of Text and Graphics." We introduce a novel image editing program, called ScanScribe, that emphasizes easy selection and manipulation of material found...

VisionWand: interaction techniques for large displays using a passive wand tracked in 3D
Xiang Cao, Ravin Balakrishnan
Pages: 729-729
DOI: 10.1145/1015706.1015788
A passive wand tracked in 3D using computer vision techniques is explored as a new input mechanism for interacting with large displays. We demonstrate a variety of interaction techniques and visual widgets that exploit the affordances of the wand,...

GADGET: a toolkit for optimization-based approaches to interface and display generation
James Fogarty, Scott E. Hudson
Pages: 730-730
DOI: 10.1145/1015706.1015789
Recent work is beginning to reveal the potential of numerical optimization as an approach to generating interfaces and displays. Optimization-based approaches can often allow a mix of independent goals and constraints to be blended in ways that are...

Section: Graphics is fun

The CAT for efficient 2D and 3D interaction as an alternative to mouse adaptations
Martin Hachet, Pascal Guitton, Patrick Reuter, Florence Tyndiuk
Pages: 731-731
DOI: 10.1145/1015706.1015791
We present the CAT (Control Action Table), a 6 degrees of freedom freestanding input device designed for interaction with Virtual Environments displayed on huge screens. Both isotonic and isometric sensing modes allow the user to easily and...

Super wide viewer using catadioptrical optics
Hajime Nagahara, Yasushi Yagi, Masahiko Yachida
Pages: 732-732
DOI: 10.1145/1015706.1015792
Many applications have used a head-mounted display (HMD), such as in virtual and mixed realities and telepresence. However, the field of view (FOV) of commercial HMD systems is too narrow for feeling immersion. In this paper, we propose a super-wide...

Section: Graphics is fun

Perception-motivated high dynamic range video encoding
Rafal Mantiuk, Grzegorz Krawczyk, Karol Myszkowski, Hans-Peter Seidel
Pages: 733-741
DOI: 10.1145/1015706.1015794
Due to rapid technological progress in high dynamic range (HDR) video capture and display, the efficient storage and transmission of such data is crucial for the completeness of any HDR imaging pipeline. We propose a new approach for inter-frame...

Perceptual illumination components: a new approach to efficient, high quality global illumination rendering
William A. Stokes, James A. Ferwerda, Bruce Walter, Donald P. Greenberg
Pages: 742-749
DOI: 10.1145/1015706.1015795
In this paper we introduce a new perceptual metric for efficient, high quality, global illumination rendering. The metric is based on a rendering-by-components framework in which the direct, and indirect diffuse, glossy, and specular light transport...

Supra-threshold control of peripheral LOD
Benjamin Watson, Neff Walker, Larry F. Hodges
Pages: 750-759
DOI: 10.1145/1015706.1015796
Level of detail (LOD) is widely used to control visual feedback in interactive applications. LOD control is typically based on perception at threshold -- the conditions in which a stimulus first becomes perceivable. Yet most LOD manipulations are...

High dynamic range display systems
Helge Seetzen, Wolfgang Heidrich, Wolfgang Stuerzlinger, Greg Ward, Lorne Whitehead, Matthew Trentacoste, Abhijeet Ghosh, Andrejs Vorozcovs
Pages: 760-768
DOI: 10.1145/1015706.1015797
The dynamic range of many real-world environments exceeds the capabilities of current display technology by several orders of magnitude. In this paper we discuss the design of two different display systems that are capable of displaying images with a...

Section: Graphics is fun

Geometry clipmaps: terrain rendering using nested regular grids
Frank Losasso, Hugues Hoppe
Pages: 769-776
DOI: 10.1145/1015706.1015799
Rendering throughput has reached a level that enables a novel approach to level-of-detail (LOD) control in terrain rendering. We introduce the geometry clipmap, which caches the terrain in a set of nested regular grids centered about the viewer. The...

Brook for GPUs: stream computing on graphics hardware
Ian Buck, Tim Foley, Daniel Horn, Jeremy Sugerman, Kayvon Fatahalian, Mike Houston, Pat Hanrahan
Pages: 777-786
DOI: 10.1145/1015706.1015800
In this paper, we present Brook for GPUs, a system for general-purpose computation on programmable graphics hardware. Brook extends C to include simple data-parallel constructs, enabling the use of the GPU as a streaming co-processor. We present a...

Shader algebra
Michael McCool, Stefanus Du Toit, Tiberiu Popa, Bryan Chan, Kevin Moule
Pages: 787-795
DOI: 10.1145/1015706.1015801
An algebra consists of a set of objects and a set of operators that act on those objects. We treat shader programs as first-class objects and define two operators: connection and combination. Connection is functional composition: the outputs of one...

Adaptive tetrapuzzles: efficient out-of-core construction and visualization of gigantic multiresolution polygonal models
Paolo Cignoni, Fabio Ganovelli, Enrico Gobbetti, Fabio Marton, Federico Ponchio, Roberto Scopigno
Pages: 796-803
DOI: 10.1145/1015706.1015802
We describe an efficient technique for out-of-core construction and accurate view-dependent visualization of very large surface models. The method uses a regular conformal hierarchy of tetrahedra to spatially partition the model. Each tetrahedral...

Section: Graphics is fun

A stereo display prototype with multiple focal distances
Kurt Akeley, Simon J. Watt, Ahna Reza Girshick, Martin S. Banks
Pages: 804-813
DOI: 10.1145/1015706.1015804
Typical stereo displays provide incorrect focus cues because the light comes from a single surface. We describe a prototype stereo display comprising two independent fixed-viewpoint volumetric displays. Like autostereoscopic volumetric displays,...

3D TV: a scalable system for real-time acquisition, transmission, and autostereoscopic display of dynamic scenes
Wojciech Matusik, Hanspeter Pfister
Pages: 814-824
DOI: 10.1145/1015706.1015805
Three-dimensional TV is expected to be the next revolution in the history of television. We implemented a 3D TV prototype system with real-time acquisition, transmission, and 3D display of dynamic scenes. We developed a distributed, scalable...

Synthetic aperture confocal imaging
Marc Levoy, Billy Chen, Vaibhav Vaish, Mark Horowitz, Ian McDowall, Mark Bolas
Pages: 825-834
DOI: 10.1145/1015706.1015806
Confocal microscopy is a family of imaging techniques that employ focused patterned illumination and synchronized imaging to create cross-sectional views of 3D biological specimens. In this paper, we adapt confocal imaging to large-scale scenes by...

DISCO: acquisition of translucent objects
Michael Goesele, Hendrik P. A. Lensch, Jochen Lang, Christian Fuchs, Hans-Peter Seidel
Pages: 835-844
DOI: 10.1145/1015706.1015807
Translucent objects are characterized by diffuse light scattering beneath the object's surface. Light enters and leaves an object at possibly distinct surface locations. This paper presents the first method to acquire this transport behavior for...

Section: Graphics is fun

Painting detail
Nathan A. Carr, John C. Hart
Pages: 845-852
DOI: 10.1145/1015706.1015809
Surface painting is a technique that allows a user to paint a texture directly onto a surface, usually with a texture atlas: a 1:1 mapping between the surface and its texture image. Many good automatic texture atlas generation methods exist that...

PolyCube-Maps
Marco Tarini, Kai Hormann, Paolo Cignoni, Claudio Montani
Pages: 853-860
DOI: 10.1145/1015706.1015810
Standard texture mapping of real-world meshes suffers from the presence of seams that need to be introduced in order to avoid excessive distortions and to make the topology of the mesh compatible to the one of the texture domain. In contrast, cube...

Cross-parameterization and compatible remeshing of 3D models
Vladislav Kraevoy, Alla Sheffer
Pages: 861-869
DOI: 10.1145/1015706.1015811
Many geometry processing applications, such as morphing, shape blending, transfer of texture or material properties, and fitting template meshes to scan data, require a bijective mapping between two or more models. This mapping, or...

Inter-surface mapping
John Schreiner, Arul Asirvatham, Emil Praun, Hugues Hoppe
Pages: 870-877
DOI: 10.1145/1015706.1015812
We consider the problem of creating a map between two arbitrary triangle meshes. Whereas previous approaches compose parametrizations over a simpler intermediate domain, we directly create and optimize a continuous map between the meshes. Map...

Section: Graphics is fun

Context-based surface completion
Andrei Sharf, Marc Alexa, Daniel Cohen-Or
Pages: 878-887
DOI: 10.1145/1015706.1015814
Sampling complex, real-world geometry with range scanning devices almost always yields imperfect surface samplings. These "holes" in the surface are commonly filled with a smooth patch that conforms with the boundary. We introduce a context-based...

Robust repair of polygonal models
Tao Ju
Pages: 888-895
DOI: 10.1145/1015706.1015815
We present a robust method for repairing arbitrary polygon models. The method is guaranteed to produce a closed surface that partitions the space into disjoint internal and external volumes. Given any model represented as a polygon soup, we construct...

Interpolating and approximating implicit surfaces from polygon soup
Chen Shen, James F. O'Brien, Jonathan R. Shewchuk
Pages: 896-904
DOI: 10.1145/1015706.1015816
This paper describes a method for building interpolating or approximating implicit surfaces from polygonal data. The user can choose to generate a surface that exactly interpolates the polygons, or a surface that approximates the input by smoothing...

Variational shape approximation
David Cohen-Steiner, Pierre Alliez, Mathieu Desbrun
Pages: 905-914
DOI: 10.1145/1015706.1015817
A method for concise, faithful approximation of complex 3D datasets is key to reducing the computational cost of graphics applications. Despite numerous applications ranging from geometry compression to reverse engineering, efficiently capturing the...