Graphics (TOG)


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ACM Transactions on Graphics (TOG), Volume 24 Issue 4, October 2005

Beta-connection: Generating a family of models from planar cross sections
Luis Gustavo Nonato, Alex Jesus Cuadros-Vargas, Rosane Minghim, Maria Cristina F. De Oliveira
Pages: 1239-1258
DOI: 10.1145/1095878.1095879
Despite the significant evolution of techniques for 3D-reconstruction from planar cross sections, establishing the correspondence of regions in adjacent slices remains an important issue. In this article, we propose a novel approach for solving the...

Algebraic analysis of high-pass quantization
Doron Chen, Daniel Cohen-Or, Olga Sorkine, Sivan Toledo
Pages: 1259-1282
DOI: 10.1145/1095878.1095880
This article presents an algebraic analysis of a mesh-compression technique called high-pass quantization [Sorkine et al. 2003]. In high-pass quantization, a rectangular matrix based on the mesh topological Laplacian is applied to the vectors...

Expressive speech-driven facial animation
Yong Cao, Wen C. Tien, Petros Faloutsos, Frédéric Pighin
Pages: 1283-1302
DOI: 10.1145/1095878.1095881
Speech-driven facial motion synthesis is a well explored research topic. However, little has been done to model expressive visual behavior during speech. We address this issue using a machine learning approach that relies on a database of...

Learning silhouette features for control of human motion
Liu Ren, Gregory Shakhnarovich, Jessica K. Hodgins, Hanspeter Pfister, Paul Viola
Pages: 1303-1331
DOI: 10.1145/1095878.1095882
We present a vision-based performance interface for controlling animated human characters. The system interactively combines information about the user's motion contained in silhouettes from three viewpoints with domain knowledge contained in a...

Automatic restoration of polygon models
Stephan Bischoff, Darko Pavic, Leif Kobbelt
Pages: 1332-1352
DOI: 10.1145/1095878.1095883
We present a fully automatic technique which converts an inconsistent input mesh into an output mesh that is guaranteed to be a clean and consistent mesh representing the closed manifold surface of a solid object. The algorithm removes all typical...

Physically-based simulation of twilight phenomena
Jörg Haber, Marcus Magnor, Hans-Peter Seidel
Pages: 1353-1373
DOI: 10.1145/1095878.1095884
We present a physically-based approach to compute the colors of the sky during the twilight period before sunrise and after sunset. The simulation is based on the theory of light scattering by small particles. A realistic atmosphere model is assumed,...

Hierarchical triangular splines
Alex Yvart, Stefanie Hahmann, Georges-Pierre Bonneau
Pages: 1374-1391
DOI: 10.1145/1095878.1095885
Smooth parametric surfaces interpolating triangular meshes are very useful for modeling surfaces of arbitrary topology. Several interpolants based on these kind of surfaces have been developed over the last fifteen years. However, with current 3D...

Low-complexity maximum intensity projection
Benjamin Mora, David S. Ebert
Pages: 1392-1416
DOI: 10.1145/1095878.1095886
Many techniques have already been proposed to improve the efficiency of maximum intensity projection (MIP) volume rendering, but none of them considered the possible hypothesis of a better complexity than either O(n) for finding the maximum...

Feature-based multiresolution modeling of solids
Sang Hun Lee
Pages: 1417-1441
DOI: 10.1145/1095878.1095887
Recently, three-dimensional CAD systems based on feature-based solid modeling techniques have been widely used for product design. However, when part models associated with features are used in various downstream applications, simplified models at...

A procedural object distribution function
Ares Lagae, Philip Dutré
Pages: 1442-1461
DOI: 10.1145/1095878.1095888
In this article, we present a procedural object distribution function, a new texture basis function that distributes procedurally generated objects over a procedurally generated texture. The objects are distributed uniformly over the texture, and are...

The irregular Z-buffer: Hardware acceleration for irregular data structures
Gregory S. Johnson, Juhyun Lee, Christopher A. Burns, William R. Mark
Pages: 1462-1482
DOI: 10.1145/1095878.1095889
The classical Z-buffer visibility algorithm samples a scene at regularly spaced points on an image plane. Previously, we introduced an extension of this algorithm called the irregular Z-buffer that permits sampling of the scene from arbitrary...