ACM DL

Graphics (TOG)

Menu

Search Issue
enter search term and/or author name

Archive


ACM Transactions on Graphics (TOG), Volume 26 Issue 2, June 07

Distinctive regions of 3D surfaces
Philip Shilane, Thomas Funkhouser
Article No.: 7
DOI: 10.1145/1243980.1243981

Selecting the most important regions of a surface is useful for shape matching and a variety of applications in computer graphics and geometric modeling. While previous research has analyzed geometric properties of meshes in isolation, we select...

Natural shadow matting
Tai-Pang Wu, Chi-Keung Tang, Michael S. Brown, Heung-Yeung Shum
Article No.: 8
DOI: 10.1145/1243980.1243982

This article addresses the problem of natural shadow matting, the removal or extraction of natural shadows from a single image. Because textures are maintained in the shadowless image after the extraction process, our approach produces some...

Lighting with paint
Fabio Pellacini, Frank Battaglia, R. Keith Morley, Adam Finkelstein
Article No.: 9
DOI: 10.1145/1243980.1243983

Lighting is a fundamental aspect of computer cinematography that involves the placement and configuration of lights to establish mood and enhance storytelling. This process is labor intensive as artists repeatedly adjust the parameters of a large...

Adaptive sampling of reflectance fields
Martin Fuchs, Volker Blanz, Hendrik P.A. Lensch, Hans-Peter Seidel
Article No.: 10
DOI: 10.1145/1243980.1243984

Image-based relighting achieves high quality in rendering, but it requires a large number of measurements of the reflectance field. This article discusses sampling techniques that improve on the trade-offs between measurement effort and...

Volume illustration using wang cubes
Aidong Lu, David S. Ebert, Wei Qiao, Martin Kraus, Benjamin Mora
Article No.: 11
DOI: 10.1145/1243980.1243985

To create a new, flexible system for volume illustration, we have explored the use of Wang Cubes, the 3D extension of 2D Wang Tiles. We use small sets of Wang Cubes to generate a large variety of nonperiodic illustrative 3D patterns and texture,...

Velocity-based shock propagation for multibody dynamics animation
Kenny Erleben
Article No.: 12
DOI: 10.1145/1243980.1243986

Multibody dynamics are used in interactive and real-time applications, ranging from computer games to virtual prototyping, and engineering. All these areas strive towards faster and larger scale simulations. Particularly challenging are...