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ACM Transactions on Graphics (TOG), Volume 26 Issue 4, October 2007

A framework for precomputed and captured light transport
Jaakko Lehtinen
Article No.: 13
DOI: 10.1145/1289603.1289604

Several types of methods precompute or capture light transport operators in either virtual or real scenes. Precomputed radiance transfer methods interactively render realistic images of static scenes under dynamic incident illumination, while...

Bicubic polar subdivision
Kȩstutis Karčiauskas, Jörg Peters
Article No.: 14
DOI: 10.1145/1289603.1289605

We describe and analyze a subdivision scheme that generalizes bicubic spline subdivision to control nets with polar structure. Such control nets appear naturally for surfaces with the combinatorial structure of objects of revolution and at points...

Level set driven flows
Rüyam Acar
Article No.: 15
DOI: 10.1145/1289603.1289606

In 2D, incompressible flows, the Stokes equations that represent the dynamics of very viscous flows and vorticity formulation of hydrodynamic equations both reduce to a scalar stream-function representation in terms of elliptic equations. By...

Out-of-core and compressed level set methods
Michael B. Nielsen, Ola Nilsson, Andreas Söderström, Ken Museth
Article No.: 16
DOI: 10.1145/1289603.1289607

This article presents a generic framework for the representation and deformation of level set surfaces at extreme resolutions. The framework is composed of two modules that each utilize optimized and application specific algorithms: 1) A fast...

Mesh Ensemble Motion Graphs: Data-driven mesh animation with constraints
Doug L. James, Christopher D. Twigg, Andrew Cove, Robert Y. Wang
Article No.: 17
DOI: 10.1145/1289603.1289608

We explore the use of space-time cuts to smoothly transition between stochastic mesh animation clips involving numerous deformable mesh groups while subject to physical constraints. These transitions are used to construct Mesh Ensemble Motion...

Evaluating motion graphs for character animation
Paul S. A. Reitsma, Nancy S. Pollard
Article No.: 18
DOI: 10.1145/1289603.1289609

Realistic and directable humanlike characters are an ongoing goal in animation. Motion graph data structures hold much promise for achieving this goal; however, the quality of the results obtainable from a motion graph may not be easy to predict...

Knowledge and heuristic-based modeling of laser-scanned trees
Hui Xu, Nathan Gossett, Baoquan Chen
Article No.: 19
DOI: 10.1145/1289603.1289610

We present a semi-automatic and efficient method for producing full polygonal models of range scanned trees, which are initially represented as sparse point clouds. First, a skeleton of the trunk and main branches of the tree is produced based on...

Resolution-matched shadow maps
Aaron E. Lefohn, Shubhabrata Sengupta, John D. Owens
Article No.: 20
DOI: 10.1145/1289603.1289611

This article presents resolution-matched shadow maps (RMSM), a modified adaptive shadow map (ASM) algorithm, that is practical for interactive rendering of dynamic scenes. Adaptive shadow maps, which build a quadtree of shadow samples to match the...