Graphics (TOG)


Search Issue
enter search term and/or author name



Keynote and Awards presentations
James L. Mohler
Article No.: 0
DOI: 10.1145/1073204.1134781

Keynote Speech: George Lucas: A keynote Q&A with the father of digital cinema
Bruce Carse
Article No.: 1
DOI: 10.1145/1073204.1134856

Section: Keynote and Awards presentations

Skinning mesh animations
Doug L. James, Christopher D. Twigg
Pages: 399-407
DOI: 10.1145/1073204.1073206
We extend approaches for skinning characters to the general setting of skinning deformable mesh animations. We provide an automatic algorithm for generating progressive skinning approximations, that is particularly efficient for pseudo-articulated...

SCAPE: shape completion and animation of people
Dragomir Anguelov, Praveen Srinivasan, Daphne Koller, Sebastian Thrun, Jim Rodgers, James Davis
Pages: 408-416
DOI: 10.1145/1073204.1073207
We introduce the SCAPE method (Shape Completion and Animation for PEople)---a data-driven method for building a human shape model that spans variation in both subject shape and pose. The method is based on a representation that incorporates both...

Automatic determination of facial muscle activations from sparse motion capture marker data
Eftychios Sifakis, Igor Neverov, Ronald Fedkiw
Pages: 417-425
DOI: 10.1145/1073204.1073208
We built an anatomically accurate model of facial musculature, passive tissue and underlying skeletal structure using volumetric data acquired from a living male subject. The tissues are endowed with a highly nonlinear constitutive model including...

Face transfer with multilinear models
Daniel Vlasic, Matthew Brand, Hanspeter Pfister, Jovan Popović
Pages: 426-433
DOI: 10.1145/1073204.1073209
Face Transfer is a method for mapping videorecorded performances of one individual to facial animations of another. It extracts visemes (speech-related mouth articulations), expressions, and three-dimensional (3D) pose from monocular video or film...

Section: Keynote and Awards presentations

RPU: a programmable ray processing unit for realtime ray tracing
Sven Woop, Jörg Schmittler, Philipp Slusallek
Pages: 434-444
DOI: 10.1145/1073204.1073211
Recursive ray tracing is a simple yet powerful and general approach for accurately computing global light transport and rendering high quality images. While recent algorithmic improvements and optimized parallel software implementations have...

User-configurable automatic shader simplification
Fabio Pellacini
Pages: 445-452
DOI: 10.1145/1073204.1073212
Programmable shading is a fundamental technique for specifying appearance in 3d environments. While shading architectures provides fast execution of shaders, shader evaluation is today a major cost in the rendering process. In the same manner in...

A relational debugging engine for the graphics pipeline
Nathaniel Duca, Krzysztof Niski, Jonathan Bilodeau, Matthew Bolitho, Yuan Chen, Jonathan Cohen
Pages: 453-463
DOI: 10.1145/1073204.1073213
We present a new, unified approach to debugging graphics software. We propose a representation of all graphics state over the course of program execution as a relational database, and produce a query-based framework for extracting, manipulating, and...

Lpics: a hybrid hardware-accelerated relighting engine for computer cinematography
Fabio Pellacini, Kiril Vidimče, Aaron Lefohn, Alex Mohr, Mark Leone, John Warren
Pages: 464-470
DOI: 10.1145/1073204.1073214
In computer cinematography, the process of lighting design involves placing and configuring lights to define the visual appearance of environments and to enhance story elements. This process is labor intensive and time consuming, primarily because...

Section: Keynote and Awards presentations

Meshless deformations based on shape matching
Matthias Müller, Bruno Heidelberger, Matthias Teschner, Markus Gross
Pages: 471-478
DOI: 10.1145/1073204.1073216
We present a new approach for simulating deformable objects. The underlying model is geometrically motivated. It handles pointbased objects and does not need connectivity information. The approach does not require any pre-processing, is simple to...

Linear rotation-invariant coordinates for meshes
Yaron Lipman, Olga Sorkine, David Levin, Daniel Cohen-Or
Pages: 479-487
DOI: 10.1145/1073204.1073217
We introduce a rigid motion invariant mesh representation based on discrete forms defined on the mesh. The reconstruction of mesh geometry from this representation requires solving two sparse linear systems that arise from the discrete forms: the...

Mesh-based inverse kinematics
Robert W. Sumner, Matthias Zwicker, Craig Gotsman, Jovan Popović
Pages: 488-495
DOI: 10.1145/1073204.1073218
The ability to position a small subset of mesh vertices and produce a meaningful overall deformation of the entire mesh is a fundamental task in mesh editing and animation. However, the class of meaningful deformations varies from mesh to mesh...

Large mesh deformation using the volumetric graph Laplacian
Kun Zhou, Jin Huang, John Snyder, Xinguo Liu, Hujun Bao, Baining Guo, Heung-Yeung Shum
Pages: 496-503
DOI: 10.1145/1073204.1073219
We present a novel technique for large deformations on 3D meshes using the volumetric graph Laplacian. We first construct a graph representing the volume inside the input mesh. The graph need not form a solid meshing of the input mesh's interior; its...

Section: Keynote and Awards presentations

MoXi: real-time ink dispersion in absorbent paper
Nelson S.-H. Chu, Chiew-Lan Tai
Pages: 504-511
DOI: 10.1145/1073204.1073221
This paper presents a physically-based method for simulating ink dispersion in absorbent paper for art creation purposes. We devise a novel fluid flow model based on the lattice Boltzmann equation suitable for simulating percolation in disordered...

Line drawings from volume data
Michael Burns, Janek Klawe, Szymon Rusinkiewicz, Adam Finkelstein, Doug DeCarlo
Pages: 512-518
DOI: 10.1145/1073204.1073222
Renderings of volumetric data have become an important data analysis tool for applications ranging from medicine to scientific simulation. We propose a volumetric drawing system that directly extracts sparse linear features, such as silhouettes and...

Motion magnification
Ce Liu, Antonio Torralba, William T. Freeman, Frédo Durand, Edward H. Adelson
Pages: 519-526
DOI: 10.1145/1073204.1073223
We present motion magnification, a technique that acts like a microscope for visual motion. It can amplify subtle motions in a video sequence, allowing for visualization of deformations that would otherwise be invisible. To achieve motion...

Out-of-core tensor approximation of multi-dimensional matrices of visual data
Hongcheng Wang, Qing Wu, Lin Shi, Yizhou Yu, Narendra Ahuja
Pages: 527-535
DOI: 10.1145/1073204.1073224
Tensor approximation is necessary to obtain compact multilinear models for multi-dimensional visual datasets. Traditionally, each multi-dimensional data item is represented as a vector. Such a scheme flattens the data and partially destroys the...

Section: Keynote and Awards presentations

Efficiently combining positions and normals for precise 3D geometry
Diego Nehab, Szymon Rusinkiewicz, James Davis, Ravi Ramamoorthi
Pages: 536-543
DOI: 10.1145/1073204.1073226
Range scanning, manual 3D editing, and other modeling approaches can provide information about the geometry of surfaces in the form of either 3D positions (e.g., triangle meshes or range images) or orientations (normal maps or bump maps). We present...

Robust moving least-squares fitting with sharp features
Shachar Fleishman, Daniel Cohen-Or, Cláudio T. Silva
Pages: 544-552
DOI: 10.1145/1073204.1073227
We introduce a robust moving least-squares technique for reconstructing a piecewise smooth surface from a potentially noisy point cloud. We use techniques from robust statistics to guide the creation of the neighborhoods used by the moving least...

Fast exact and approximate geodesics on meshes
Vitaly Surazhsky, Tatiana Surazhsky, Danil Kirsanov, Steven J. Gortler, Hugues Hoppe
Pages: 553-560
DOI: 10.1145/1073204.1073228
The computation of geodesic paths and distances on triangle meshes is a common operation in many computer graphics applications. We present several practical algorithms for computing such geodesics from a source point to one or all other points...

Mean value coordinates for closed triangular meshes
Tao Ju, Scott Schaefer, Joe Warren
Pages: 561-566
DOI: 10.1145/1073204.1073229
Constructing a function that interpolates a set of values defined at vertices of a mesh is a fundamental operation in computer graphics. Such an interpolant has many uses in applications such as shading, parameterization and deformation. For closed...

Section: Keynote and Awards presentations

Defocus video matting
Morgan McGuire, Wojciech Matusik, Hanspeter Pfister, John F. Hughes, Frédo Durand
Pages: 567-576
DOI: 10.1145/1073204.1073231
Video matting is the process of pulling a high-quality alpha matte and foreground from a video sequence. Current techniques require either a known background (e.g., a blue screen) or extensive user interaction (e.g., to specify known foreground and...

Automatic photo pop-up
Derek Hoiem, Alexei A. Efros, Martial Hebert
Pages: 577-584
DOI: 10.1145/1073204.1073232
This paper presents a fully automatic method for creating a 3D model from a single photograph. The model is made up of several texture-mapped planar billboards and has the complexity of a typical children's pop-up book illustration. Our main insight...

Interactive video cutout
Jue Wang, Pravin Bhat, R. Alex Colburn, Maneesh Agrawala, Michael F. Cohen
Pages: 585-594
DOI: 10.1145/1073204.1073233
We present an interactive system for efficiently extracting foreground objects from a video. We extend previous min-cut based image segmentation techniques to the domain of video with four new contributions. We provide a novel painting-based user...

Video object cut and paste
Yin Li, Jian Sun, Heung-Yeung Shum
Pages: 595-600
DOI: 10.1145/1073204.1073234
In this paper, we present a system for cutting a moving object out from a video clip. The cutout object sequence can be pasted onto another video or a background image. To achieve this, we first apply a new 3D graph cut based segmentation approach on...

Section: Keynote and Awards presentations

Surface compression with geometric bandelets
Gabriel Peyré, Stéphane Mallat
Pages: 601-608
DOI: 10.1145/1073204.1073236
This paper describes the construction of second generation bandelet bases and their application to 3D geometry compression. This new coding scheme is orthogonal and the corresponding basis functions are regular. In our method, surfaces are decomposed...

Geometry-guided progressive lossless 3D mesh coding with octree (OT) decomposition
Jingliang Peng, C.-C. Jay Kuo
Pages: 609-616
DOI: 10.1145/1073204.1073237
A new progressive lossless 3D triangular mesh encoder is proposed in this work, which can encode any 3D triangular mesh with an arbitrary topological structure. Given a mesh, the quantized 3D vertices are first partitioned into an octree (OT)...

Variational tetrahedral meshing
Pierre Alliez, David Cohen-Steiner, Mariette Yvinec, Mathieu Desbrun
Pages: 617-625
DOI: 10.1145/1073204.1073238
In this paper, a novel Delaunay-based variational approach to isotropic tetrahedral meshing is presented. To achieve both robustness and efficiency, we minimize a simple mesh-dependent energy through global updates of both vertex positions and...

Shell maps
Serban D. Porumbescu, Brian Budge, Louis Feng, Kenneth I. Joy
Pages: 626-633
DOI: 10.1145/1073204.1073239
A shell map is a bijective mapping between shell space and texture space that can be used to generate small-scale features on surfaces using a variety of modeling techniques. The method is based upon the generation of an offset surface and the...

Section: Keynote and Awards presentations

Color2Gray: salience-preserving color removal
Amy A. Gooch, Sven C. Olsen, Jack Tumblin, Bruce Gooch
Pages: 634-639
DOI: 10.1145/1073204.1073241
Visually important image features often disappear when color images are converted to grayscale. The algorithm introduced here reduces such losses by attempting to preserve the salient features of the color image. The Color2Gray algorithm is a...

Evaluation of tone mapping operators using a High Dynamic Range display
Patrick Ledda, Alan Chalmers, Tom Troscianko, Helge Seetzen
Pages: 640-648
DOI: 10.1145/1073204.1073242
Tone mapping operators are designed to reproduce visibility and the overall impression of brightness, contrast and color of the real world onto limited dynamic range displays and printers. Although many tone mapping operators have been published in...

A photon accurate model of the human eye
Michael F. Deering
Pages: 649-658
DOI: 10.1145/1073204.1073243
A photon accurate model of individual cones in the human eye perceiving images on digital display devices is presented. Playback of streams of pixel video data is modeled as individual photon emission events from within the physical substructure of...

Mesh saliency
Chang Ha Lee, Amitabh Varshney, David W. Jacobs
Pages: 659-666
DOI: 10.1145/1073204.1073244
Research over the last decade has built a solid mathematical foundation for representation and analysis of 3D meshes in graphics and geometric modeling. Much of this work however does not explicitly incorporate models of low-level human visual...

Section: Keynote and Awards presentations

Action synopsis: pose selection and illustration
Jackie Assa, Yaron Caspi, Daniel Cohen-Or
Pages: 667-676
DOI: 10.1145/1073204.1073246
Illustrating motion in still imagery for the purpose of summary, abstraction and motion description is important for a diverse spectrum of fields, ranging from arts to sciences. In this paper, we introduce a method that produces an action synopsis...

Efficient content-based retrieval of motion capture data
Meinard Müller, Tido Röder, Michael Clausen
Pages: 677-685
DOI: 10.1145/1073204.1073247
The reuse of human motion capture data to create new, realistic motions by applying morphing and blending techniques has become an important issue in computer animation. This requires the identification and extraction of logically related motions...

Performance animation from low-dimensional control signals
Jinxiang Chai, Jessica K. Hodgins
Pages: 686-696
DOI: 10.1145/1073204.1073248
This paper introduces an approach to performance animation that employs video cameras and a small set of retro-reflective markers to create a low-cost, easy-to-use system that might someday be practical for home use. The low-dimensional control...

Dynamic response for motion capture animation
Victor Brian Zordan, Anna Majkowska, Bill Chiu, Matthew Fast
Pages: 697-701
DOI: 10.1145/1073204.1073249
Human motion capture embeds rich detail and style which is difficult to generate with competing animation synthesis technologies. However, such recorded data requires principled means for creating responses in unpredicted situations, for example...

Section: Keynote and Awards presentations

Modeling and visualization of leaf venation patterns
Adam Runions, Martin Fuhrer, Brendan Lane, Pavol Federl, Anne-Gaëlle Rolland-Lagan, Przemyslaw Prusinkiewicz
Pages: 702-711
DOI: 10.1145/1073204.1073251
We introduce a class of biologically-motivated algorithms for generating leaf venation patterns. These algorithms simulate the interplay between three processes: (1) development of veins towards hormone (auxin) sources embedded in the leaf blade; (2)...

Real-time rendering of plant leaves
Lifeng Wang, Wenle Wang, Julie Dorsey, Xu Yang, Baining Guo, Heung-Yeung Shum
Pages: 712-719
DOI: 10.1145/1073204.1073252
This paper presents a framework for the real-time rendering of plant leaves with global illumination effects. Realistic rendering of leaves requires a sophisticated appearance model and accurate lighting computation. For leaf appearance we introduce...

Floral diagrams and inflorescences: interactive flower modeling using botanical structural constraints
Takashi Ijiri, Shigeru Owada, Makoto Okabe, Takeo Igarashi
Pages: 720-726
DOI: 10.1145/1073204.1073253
We present a system for modeling flowers in three dimensions quickly and easily while preserving correct botanical structures. We use floral diagrams and inflorescences, which were developed by botanists to concisely describe structural...

Measuring and modeling the appearance of finished wood
Stephen R. Marschner, Stephen H. Westin, Adam Arbree, Jonathan T. Moon
Pages: 727-734
DOI: 10.1145/1073204.1073254
Wood coated with transparent finish has a beautiful and distinctive appearance that is familiar to everyone. Woods with unusual grain patterns. such as tiger, burl, and birdseye figures, have a strikingly unusual directional reflectance that is...

Section: Keynote and Awards presentations

Fourier slice photography
Ren Ng
Pages: 735-744
DOI: 10.1145/1073204.1073256
This paper contributes to the theory of photograph formation from light fields. The main result is a theorem that, in the Fourier domain, a photograph formed by a full lens aperture is a 2D slice in the 4D light field. Photographs focused at...

Dual photography
Pradeep Sen, Billy Chen, Gaurav Garg, Stephen R. Marschner, Mark Horowitz, Marc Levoy, Hendrik P. A. Lensch
Pages: 745-755
DOI: 10.1145/1073204.1073257
We present a novel photographic technique called dual photography, which exploits Helmholtz reciprocity to interchange the lights and cameras in a scene. With a video projector providing structured illumination, reciprocity permits us to generate...

Performance relighting and reflectance transformation with time-multiplexed illumination
Andreas Wenger, Andrew Gardner, Chris Tchou, Jonas Unger, Tim Hawkins, Paul Debevec
Pages: 756-764
DOI: 10.1145/1073204.1073258
We present a technique for capturing an actor's live-action performance in such a way that the lighting and reflectance of the actor can be designed and modified in postproduction. Our approach is to illuminate the subject with a sequence of...

High performance imaging using large camera arrays
Bennett Wilburn, Neel Joshi, Vaibhav Vaish, Eino-Ville Talvala, Emilio Antunez, Adam Barth, Andrew Adams, Mark Horowitz, Marc Levoy
Pages: 765-776
DOI: 10.1145/1073204.1073259
The advent of inexpensive digital image sensors and the ability to create photographs that combine information from a number of sensed images are changing the way we think about photography. In this paper, we describe a unique array of 100 custom...

Section: Keynote and Awards presentations

Parallel controllable texture synthesis
Sylvain Lefebvre, Hugues Hoppe
Pages: 777-786
DOI: 10.1145/1073204.1073261
We present a texture synthesis scheme based on neighborhood matching, with contributions in two areas: parallelism and control. Our scheme defines an infinite, deterministic, aperiodic texture, from which windows can be computed in real-time on a...

Texture design using a simplicial complex of morphable textures
Wojciech Matusik, Matthias Zwicker, Frédo Durand
Pages: 787-794
DOI: 10.1145/1073204.1073262
We present a system for designing novel textures in the space of textures induced by an input database. We capture the structure of the induced space by a simplicial complex where vertices of the simplices represent input textures. A user can...

Texture optimization for example-based synthesis
Vivek Kwatra, Irfan Essa, Aaron Bobick, Nipun Kwatra
Pages: 795-802
DOI: 10.1145/1073204.1073263
We present a novel technique for texture synthesis using optimization. We define a Markov Random Field (MRF)-based similarity metric for measuring the quality of synthesized texture with respect to a given input sample. This allows us to formulate...

Wavelet noise
Robert L. Cook, Tony DeRose
Pages: 803-811
DOI: 10.1145/1073204.1073264
Noise functions are an essential building block for writing procedural shaders in 3D computer graphics. The original noise function introduced by Ken Perlin is still the most popular because it is simple and fast, and many spectacular images have...

Section: Keynote and Awards presentations

Acquisition of time-varying participating media
Tim Hawkins, Per Einarsson, Paul Debevec
Pages: 812-815
DOI: 10.1145/1073204.1073266
We present a technique for capturing time-varying volumetric data of participating media. A laser sheet is swept repeatedly through the volume, and the scattered light is imaged using a high-speed camera. Each sweep of the laser provides a...

Modeling hair from multiple views
Yichen Wei, Eyal Ofek, Long Quan, Heung-Yeung Shum
Pages: 816-820
DOI: 10.1145/1073204.1073267
In this paper, we propose a novel image-based approach to model hair geometry from images taken at multiple viewpoints. Unlike previous hair modeling techniques that require intensive user interactions or rely on special capturing setup under...

Panoramic video textures
Aseem Agarwala, Ke Colin Zheng, Chris Pal, Maneesh Agrawala, Michael Cohen, Brian Curless, David Salesin, Richard Szeliski
Pages: 821-827
DOI: 10.1145/1073204.1073268
This paper describes a mostly automatic method for taking the output of a single panning video camera and creating a panoramic video texture (PVT): a video that has been stitched into a single, wide field of view and that appears to play...

Removing photography artifacts using gradient projection and flash-exposure sampling
Amit Agrawal, Ramesh Raskar, Shree K. Nayar, Yuanzhen Li
Pages: 828-835
DOI: 10.1145/1073204.1073269
Flash images are known to suffer from several problems: saturation of nearby objects, poor illumination of distant objects, reflections of objects strongly lit by the flash and strong highlights due to the reflection of flash itself by glossy...

Section: Keynote and Awards presentations

Compressing and companding high dynamic range images with subband architectures
Yuanzhen Li, Lavanya Sharan, Edward H. Adelson
Pages: 836-844
DOI: 10.1145/1073204.1073271
High dynamic range (HDR) imaging is an area of increasing importance, but most display devices still have limited dynamic range (LDR). Various techniques have been proposed for compressing the dynamic range while retaining important visual...

Video enhancement using per-pixel virtual exposures
Eric P. Bennett, Leonard McMillan
Pages: 845-852
DOI: 10.1145/1073204.1073272
We enhance underexposed, low dynamic range videos by adaptively and independently varying the exposure at each photoreceptor in a post-process. This virtual exposure is a dynamic function of both the spatial neighborhood and temporal history at each...

Animating pictures with stochastic motion textures
Yung-Yu Chuang, Dan B Goldman, Ke Colin Zheng, Brian Curless, David H. Salesin, Richard Szeliski
Pages: 853-860
DOI: 10.1145/1073204.1073273
In this paper, we explore the problem of enhancing still pictures with subtly animated motions. We limit our domain to scenes containing passive elements that respond to natural forces in some fashion. We use a semi-automatic approach, in which a...

Image completion with structure propagation
Jian Sun, Lu Yuan, Jiaya Jia, Heung-Yeung Shum
Pages: 861-868
DOI: 10.1145/1073204.1073274
In this paper, we introduce a novel approach to image completion, which we call structure propagation. In our system, the user manually specifies important missing structure information by extending a few curves or line segments from the known to the...

Section: Keynote and Awards presentations

GoLD: interactive display of huge colored and textured models
Louis Borgeat, Guy Godin, François Blais, Philippe Massicotte, Christian Lahanier
Pages: 869-877
DOI: 10.1145/1073204.1073276
This paper presents a new technique for fast, view-dependent, real-time visualization of large multiresolution geometric models with color or texture information. This method uses geomorphing to smoothly interpolate between geometric patches...

Far voxels: a multiresolution framework for interactive rendering of huge complex 3D models on commodity graphics platforms
Enrico Gobbetti, Fabio Marton
Pages: 878-885
DOI: 10.1145/1073204.1073277
We present an efficient approach for end-to-end out-of-core construction and interactive inspection of very large arbitrary surface models. The method tightly integrates visibility culling and out-of-core data management with a level-of-detail...

Cache-oblivious mesh layouts
Sung-Eui Yoon, Peter Lindstrom, Valerio Pascucci, Dinesh Manocha
Pages: 886-893
DOI: 10.1145/1073204.1073278
We present a novel method for computing cache-oblivious layouts of large meshes that improve the performance of interactive visualization and geometric processing algorithms. Given that the mesh is accessed in a reasonably coherent manner, we assume...

The VarrierTM autostereoscopic virtual reality display
Daniel J. Sandin, Todd Margolis, Jinghua Ge, Javier Girado, Tom Peterka, Thomas A. DeFanti
Pages: 894-903
DOI: 10.1145/1073204.1073279
Virtual reality (VR) has long been hampered by the gear needed to make the experience possible; specifically, stereo glasses and tracking devices. Autostereoscopic display devices are gaining popularity by freeing the user from stereo glasses,...

Section: Keynote and Awards presentations

Animating gases with hybrid meshes
Bryan E. Feldman, James F. O'Brien, Bryan M. Klingner
Pages: 904-909
DOI: 10.1145/1073204.1073281
This paper presents a method for animating gases on unstructured tetrahedral meshes to efficiently model the interaction of fluids with irregularly shaped obstacles. Because our discretization scheme parallels that of the standard staggered grid...

A vortex particle method for smoke, water and explosions
Andrew Selle, Nick Rasmussen, Ronald Fedkiw
Pages: 910-914
DOI: 10.1145/1073204.1073282
Vorticity confinement reintroduces the small scale detail lost when using efficient semi-Lagrangian schemes for simulating smoke and fire. However, it only amplifies the existing vorticity, and thus can be insufficient for highly turbulent effects...

Discontinuous fluids
Jeong-Mo Hong, Chang-Hun Kim
Pages: 915-920
DOI: 10.1145/1073204.1073283
At interfaces between different fluids, properties such as density, viscosity, and molecular cohesion are discontinuous. To animate small-scale details of incompressible viscous multi-phase fluids realistically, we focus on the discontinuities in the...

Water drops on surfaces
Huamin Wang, Peter J. Mucha, Greg Turk
Pages: 921-929
DOI: 10.1145/1073204.1073284
We present a physically-based method to enforce contact angles at the intersection of fluid free surfaces and solid objects, allowing us to simulate a variety of small-scale fluid phenomena including water drops on surfaces. The heart of this...

Section: Keynote and Awards presentations

CrossY: a crossing-based drawing application
Georg Apitz, François Guimbretière
Pages: 930-930
DOI: 10.1145/1073204.1073286
We introduce CrossY, a simple drawing application developed as a benchmark to demonstrate the feasibility of goal-crossing as the basis for a graphical user interface. While crossing was previously identified as a potential substitute for the classic...

Multi-finger gestural interaction with 3D volumetric displays
Tovi Grossman, Daniel Wigdor, Ravin Balakrishnan
Pages: 931-931
DOI: 10.1145/1073204.1073287
Volumetric displays provide interesting opportunities and challenges for 3D interaction and visualization, particularly when used in a highly interactive manner. We explore this area through the design and implementation of techniques for interactive...

DART: a toolkit for rapid design exploration of augmented reality experiences
Blair MacIntyre, Maribeth Gandy, Steven Dow, Jay David Bolter
Pages: 932-932
DOI: 10.1145/1073204.1073288
In this paper [MacIntyre et al 2004]. we describe The Designer's Augmented Reality Toolkit (DART). DART is built on top of Macromedia Director, a widely used multimedia development environment. We summarize the most significant problems faced by...

Section: Keynote and Awards presentations

Geopostors: a real-time geometry/impostor crowd rendering system
Simon Dobbyn, John Hamill, Keith O'Conor, Carol O'Sullivan
Pages: 933-933
DOI: 10.1145/1073204.1073290
The simulation of large crowds of humans is important in many fields of computer graphics, including real-time applications such as games, as they can breathe life into otherwise static scenes and enhance believability. Although many new games are...

Sketching mesh deformations
Youngihn Kho, Michael Garland
Pages: 934-934
DOI: 10.1145/1073204.1073291
Techniques for interactive deformation of unstructured polygon meshes are of fundamental importance to a host of applications. Most traditional approaches to this problem have emphasized precise control over the deformation being made. However, they...

Real-time relief mapping on arbitrary polygonal surfaces
Fábio Policarpo, Manuel M. Oliveira, João L. D. Comba
Pages: 935-935
DOI: 10.1145/1073204.1073292
We present a technique for mapping relief textures onto arbitrary polygonal models in real time, producing correct self-occlusions, interpenetrations, shadows and per-pixel lighting. The technique uses a pixel-driven formulation based on an efficient...

Section: Keynote and Awards presentations

Adaptive dynamics of articulated bodies
Stephane Redon, Nico Galoppo, Ming C. Lin
Pages: 936-945
DOI: 10.1145/1073204.1073294
Forward dynamics is central to physically-based simulation and control of articulated bodies. We present an adaptive algorithm for computing forward dynamics of articulated bodies: using novel motion error metrics, our algorithm can automatically...

Fast frictional dynamics for rigid bodies
Danny M. Kaufman, Timothy Edmunds, Dinesh K. Pai
Pages: 946-956
DOI: 10.1145/1073204.1073295
We describe an efficient algorithm for the simulation of large sets of non-convex rigid bodies. The algorithm finds a simultaneous solution for a multi-body system that is linear in the total number of contacts detected in each iteration. We employ a...

Meshless animation of fracturing solids
Mark Pauly, Richard Keiser, Bart Adams, Philip Dutré, Markus Gross, Leonidas J. Guibas
Pages: 957-964
DOI: 10.1145/1073204.1073296
We present a new meshless animation framework for elastic and plastic materials that fracture. Central to our method is a highly dynamic surface and volume sampling method that supports arbitrary crack initiation, propagation, and termination, while...

Section: Keynote and Awards presentations

Animating sand as a fluid
Yongning Zhu, Robert Bridson
Pages: 965-972
DOI: 10.1145/1073204.1073298
We present a physics-based simulation method for animating sand. To allow for efficiently scaling up to large volumes of sand, we abstract away the individual grains and think of the sand as a continuum. In particular we show that an existing water...

Coupling water and smoke to thin deformable and rigid shells
Eran Guendelman, Andrew Selle, Frank Losasso, Ronald Fedkiw
Pages: 973-981
DOI: 10.1145/1073204.1073299
We present a novel method for solid/fluid coupling that can treat infinitesimally thin solids modeled by a lower dimensional triangulated surface. Since classical solid/fluid coupling algorithms rasterize the solid body onto the fluid grid, an...

Real-Time subspace integration for St. Venant-Kirchhoff deformable models
Jernej Barbič, Doug L. James
Pages: 982-990
DOI: 10.1145/1073204.1073300
In this paper, we present an approach for fast subspace integration of reduced-coordinate nonlinear deformable models that is suitable for interactive applications in computer graphics and haptics. Our approach exploits dimensional model reduction to...

Interactive collision detection between deformable models using chromatic decomposition
Naga K. Govindaraju, David Knott, Nitin Jain, Ilknur Kabul, Rasmus Tamstorf, Russell Gayle, Ming C. Lin, Dinesh Manocha
Pages: 991-999
DOI: 10.1145/1073204.1073301
We present a novel algorithm for accurately detecting all contacts, including self-collisions, between deformable models. We precompute a chromatic decomposition of a mesh into non-adjacent primitives using graph coloring algorithms. The chromatic...

Section: Keynote and Awards presentations

Resolution independent curve rendering using programmable graphics hardware
Charles Loop, Jim Blinn
Pages: 1000-1009
DOI: 10.1145/1073204.1073303
We present a method for resolution independent rendering of paths and bounded regions, defined by quadratic and cubic spline curves, that leverages the parallelism of programmable graphics hardware to achieve high performance. A simple implicit...

A realtime GPU subdivision kernel
Le-Jeng Shiue, Ian Jones, Jörg Peters
Pages: 1010-1015
DOI: 10.1145/1073204.1073304
By organizing the control mesh of subdivision in texture memory so that irregularities occur strictly inside independently refinable fragment meshes, all major features of subdivision algorithms can be realized in the framework of highly parallel...

GPU-based trimming and tessellation of NURBS and T-Spline surfaces
Michael Guthe, Aákos Balázs, Reinhard Klein
Pages: 1016-1023
DOI: 10.1145/1073204.1073305
As there is no hardware support neither for rendering trimmed NURBS -- the standard surface representation in CAD -- nor for T-Spline surfaces the usability of existing rendering APIs like OpenGL, where a run-time tessellation is performed on the...

Blister: GPU-based rendering of Boolean combinations of free-form triangulated shapes
John Hable, Jarek Rossignac
Pages: 1024-1031
DOI: 10.1145/1073204.1073306
By combining depth peeling with a linear formulation of a Boolean expression called Blist, the Blister algorithm renders an arbitrary CSG model of n primitives in at most k steps, where k is the number of depth-layers in the arrangement of the...

Section: Keynote and Awards presentations

Light diffusion in multi-layered translucent materials
Craig Donner, Henrik Wann Jensen
Pages: 1032-1039
DOI: 10.1145/1073204.1073308
This paper introduces a shading model for light diffusion in multi-layered translucent materials. Previous work on diffusion in translucent materials has assumed smooth semi-infinite homogeneous materials and solved for the scattering of light using...

A practical analytic single scattering model for real time rendering
Bo Sun, Ravi Ramamoorthi, Srinivasa G. Narasimhan, Shree K. Nayar
Pages: 1040-1049
DOI: 10.1145/1073204.1073309
We consider real-time rendering of scenes in participating media, capturing the effects of light scattering in fog, mist and haze. While a number of sophisticated approaches based on Monte Carlo and finite element simulation have been developed,...

An approximate image-space approach for interactive refraction
Chris Wyman
Pages: 1050-1053
DOI: 10.1145/1073204.1073310
Many interactive applications strive for realistic renderings, but framerate constraints usually limit realism to effects that run efficiently in graphics hardware. One effect largely ignored in such applications is refraction. We introduce a simple,...

Modeling and rendering of quasi-homogeneous materials
Xin Tong, Jiaping Wang, Stephen Lin, Baining Guo, Heung-Yeung Shum
Pages: 1054-1061
DOI: 10.1145/1073204.1073311
Many translucent materials consist of evenly-distributed heterogeneous elements which produce a complex appearance under different lighting and viewing directions. For these quasi-homogeneous materials, existing techniques do not address how...

Section: Keynote and Awards presentations

Geostatistical motion interpolation
Tomohiko Mukai, Shigeru Kuriyama
Pages: 1062-1070
DOI: 10.1145/1073204.1073313
A common motion interpolation technique for realistic human animation is to blend similar motion samples with weighting functions whose parameters are embedded in an abstract space. Existing methods, however, are insensitive to statistical...

Learning physics-based motion style with nonlinear inverse optimization
C. Karen Liu, Aaron Hertzmann, Zoran Popović
Pages: 1071-1081
DOI: 10.1145/1073204.1073314
This paper presents a novel physics-based representation of realistic character motion. The dynamical model incorporates several factors of locomotion derived from the biomechanical literature, including relative preferences for using some muscles...

Style translation for human motion
Eugene Hsu, Kari Pulli, Jovan Popović
Pages: 1082-1089
DOI: 10.1145/1073204.1073315
Style translation is the process of transforming an input motion into a new style while preserving its original content. This problem is motivated by the needs of interactive applications, which require rapid processing of captured performances. Our...

A data-driven approach to quantifying natural human motion
Liu Ren, Alton Patrick, Alexei A. Efros, Jessica K. Hodgins, James M. Rehg
Pages: 1090-1097
DOI: 10.1145/1073204.1073316
In this paper, we investigate whether it is possible to develop a measure that quantifies the naturalness of human motion (as defined by a large database). Such a measure might prove useful in verifying that a motion editing operation had not...

Section: Keynote and Awards presentations

Lightcuts: a scalable approach to illumination
Bruce Walter, Sebastian Fernandez, Adam Arbree, Kavita Bala, Michael Donikian, Donald P. Greenberg
Pages: 1098-1107
DOI: 10.1145/1073204.1073318
Lightcuts is a scalable framework for computing realistic illumination. It handles arbitrary geometry, non-diffuse materials, and illumination from a wide variety of sources including point lights, area lights, HDR environment maps, sun/sky models,...

Fast and detailed approximate global illumination by irradiance decomposition
Okan Arikan, David A. Forsyth, James F. O'Brien
Pages: 1108-1114
DOI: 10.1145/1073204.1073319
In this paper we present an approximate method for accelerated computation of the final gathering step in a global illumination algorithm. Our method operates by decomposing the radiance field close to surfaces into separate far- and near-field...

A frequency analysis of light transport
Frédo Durand, Nicolas Holzschuch, Cyril Soler, Eric Chan, François X. Sillion
Pages: 1115-1126
DOI: 10.1145/1073204.1073320
We present a signal-processing framework for light transport. We study the frequency content of radiance and how it is altered by phenomena such as shading, occlusion, and transport. This extends previous work that considered either spatial or...

Visual simulation of weathering by γ-ton tracing
Yanyun Chen, Lin Xia, Tien-Tsin Wong, Xin Tong, Hujun Bao, Baining Guo, Heung-Yeung Shum
Pages: 1127-1133
DOI: 10.1145/1073204.1073321
Weathering modeling introduces blemishes such as dirt, rust, cracks and scratches to virtual scenery. In this paper we present a visual stimulation technique that works well for a wide variety of weathering phenomena. Our technique, called...

Section: Keynote and Awards presentations

As-rigid-as-possible shape manipulation
Takeo Igarashi, Tomer Moscovich, John F. Hughes
Pages: 1134-1141
DOI: 10.1145/1073204.1073323
We present an interactive system that lets a user move and deform a two-dimensional shape without manually establishing a skeleton or freeform deformation (FFD) domain beforehand. The shape is represented by a triangle mesh and the user moves several...

A sketch-based interface for detail-preserving mesh editing
Andrew Nealen, Olga Sorkine, Marc Alexa, Daniel Cohen-Or
Pages: 1142-1147
DOI: 10.1145/1073204.1073324
In this paper we present a method for the intuitive editing of surface meshes by means of view-dependent sketching. In most existing shape deformation work, editing is carried out by selecting and moving a handle, usually a set of vertices....

Kun Zhou, Xi Wang, Yiying Tong, Mathieu Desbrun, Baining Guo, Heung-Yeung Shum
Pages: 1148-1155
DOI: 10.1145/1073204.1073325
We propose a technique, called TextureMontage, to seamlessly map a patchwork of texture images onto an arbitrary 3D model. A texture atlas can be created through the specification of a set of correspondences between the model and any number of...

Section: Keynote and Awards presentations

Soft shadow volumes for ray tracing
Samuli Laine, Timo Aila, Ulf Assarsson, Jaakko Lehtinen, Tomas Akenine-Möller
Pages: 1156-1165
DOI: 10.1145/1073204.1073327
We present a new, fast algorithm for rendering physically-based soft shadows in ray tracing-based renderers. Our method replaces the hundreds of shadow rays commonly used in stochastic ray tracers with a single shadow ray and a local reconstruction...

Wavelet importance sampling: efficiently evaluating products of complex functions
Petrik Clarberg, Wojciech Jarosz, Tomas Akenine-Möller, Henrik Wann Jensen
Pages: 1166-1175
DOI: 10.1145/1073204.1073328
We present a new technique for importance sampling products of complex functions using wavelets. First, we generalize previous work on wavelet products to higher dimensional spaces and show how this product can be sampled on-the-fly without the need...

Multi-level ray tracing algorithm
Alexander Reshetov, Alexei Soupikov, Jim Hurley
Pages: 1176-1185
DOI: 10.1145/1073204.1073329
We propose new approaches to ray tracing that greatly reduce the required number of operations while strictly preserving the geometrical correctness of the solution. A hierarchical "beam" structure serves as a proxy for a collection of rays. It is...

Energy redistribution path tracing
David Cline, Justin Talbot, Parris Egbert
Pages: 1186-1195
DOI: 10.1145/1073204.1073330
We present Energy Redistribution (ER) sampling as an unbiased method to solve correlated integral problems. ER sampling is a hybrid algorithm that uses Metropolis sampling-like mutation strategies in a standard Monte Carlo integration setting, rather...

Section: Keynote and Awards presentations

Precomputed shadow fields for dynamic scenes
Kun Zhou, Yaohua Hu, Stephen Lin, Baining Guo, Heung-Yeung Shum
Pages: 1196-1201
DOI: 10.1145/1073204.1073332
We present a soft shadow technique for dynamic scenes with moving objects under the combined illumination of moving local light sources and dynamic environment maps. The main idea of our technique is to precompute for each scene entity a shadow...

All-frequency interactive relighting of translucent objects with single and multiple scattering
Rui Wang, John Tran, David Luebke
Pages: 1202-1207
DOI: 10.1145/1073204.1073333
We present a technique, based on precomputed light transport, for interactive rendering of translucent objects under all-frequency environment maps. We consider the complete BSSRDF model proposed by Jensen et al. [2001]. which includes both single...

Precomputed local radiance transfer for real-time lighting design
Anders Wang Kristensen, Tomas Akenine-Möller, Henrik Wann Jensen
Pages: 1208-1215
DOI: 10.1145/1073204.1073334
This paper introduces a new method for real-time relighting of scenes illuminated by local light sources. We extend previous work on precomputed radiance transfer for distant lighting to local lighting by introducing the concept of unstructured light...

Local, deformable precomputed radiance transfer
Peter-Pike Sloan, Ben Luna, John Snyder
Pages: 1216-1224
DOI: 10.1145/1073204.1073335
Precomputed radiance transfer (PRT) captures realistic lighting effects from distant, low-frequency environmental lighting but has been limited to static models or precomputed sequences. We focus on PRT for local effects such as bumps, wrinkles, or...