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SIGGRAPH '08: ACM SIGGRAPH 2008 papers



Section: Image collections and video

Factoring repeated content within and among images
Huamin Wang, Yonatan Wexler, Eyal Ofek, Hugues Hoppe
Article No.: 14
DOI: 10.1145/1360612.1360613

We reduce transmission bandwidth and memory space for images by factoring their repeated content. A transform map and a condensed epitome are created such that all image blocks can be reconstructed from transformed epitome patches. The transforms...

Finding paths through the world's photos
Noah Snavely, Rahul Garg, Steven M. Seitz, Richard Szeliski
Article No.: 15
DOI: 10.1145/1360612.1360614

When a scene is photographed many times by different people, the viewpoints often cluster along certain paths. These paths are largely specific to the scene being photographed, and follow interesting regions and viewpoints. We seek to discover a...

Improved seam carving for video retargeting
Michael Rubinstein, Ariel Shamir, Shai Avidan
Article No.: 16
DOI: 10.1145/1360612.1360615

Video, like images, should support content aware resizing. We present video retargeting using an improved seam carving operator. Instead of removing 1D seams from 2D images we remove 2D seam manifolds from 3D space-time volumes. To achieve this we...

Unwrap mosaics: a new representation for video editing
Alex Rav-Acha, Pushmeet Kohli, Carsten Rother, Andrew Fitzgibbon
Article No.: 17
DOI: 10.1145/1360612.1360616

We introduce a new representation for video which facilitates a number of common editing tasks. The representation has some of the power of a full reconstruction of 3D surface models from video, but is designed to be easy to recover from a...

Section: Image collections and video

Larrabee: a many-core x86 architecture for visual computing
Larry Seiler, Doug Carmean, Eric Sprangle, Tom Forsyth, Michael Abrash, Pradeep Dubey, Stephen Junkins, Adam Lake, Jeremy Sugerman, Robert Cavin, Roger Espasa, Ed Grochowski, Toni Juan, Pat Hanrahan
Article No.: 18
DOI: 10.1145/1360612.1360617

This paper presents a many-core visual computing architecture code named Larrabee, a new software rendering pipeline, a manycore programming model, and performance analysis for several applications. Larrabee uses multiple in-order x86 CPU cores...

BSGP: bulk-synchronous GPU programming
Qiming Hou, Kun Zhou, Baining Guo
Article No.: 19
DOI: 10.1145/1360612.1360618

We present BSGP, a new programming language for general purpose computation on the GPU. A BSGP program looks much the same as a sequential C program. Programmers only need to supply a bare minimum of extra information to describe parallel...

Parallel Poisson disk sampling
Li-Yi Wei
Article No.: 20
DOI: 10.1145/1360612.1360619

Sampling is important for a variety of graphics applications include rendering, imaging, and geometry processing. However, producing sample sets with desired efficiency and blue noise statistics has been a major challenge, as existing methods are...

Streaming multigrid for gradient-domain operations on large images
Michael Kazhdan, Hugues Hoppe
Article No.: 21
DOI: 10.1145/1360612.1360620

We introduce a new tool to solve the large linear systems arising from gradient-domain image processing. Specifically, we develop a streaming multigrid solver, which needs just two sequential passes over out-of-core data. This fast solution is...

Section: Image collections and video

Spline joints for multibody dynamics
Sung-Hee Lee, Demetri Terzopoulos
Article No.: 22
DOI: 10.1145/1360612.1360621

Spline joints are a novel class of joints that can model general scleronomic constraints for multibody dynamics based on the minimal-coordinates formulation. The main idea is to introduce spline curves and surfaces in the modeling of...

Robust treatment of simultaneous collisions
David Harmon, Etienne Vouga, Rasmus Tamstorf, Eitan Grinspun
Article No.: 23
DOI: 10.1145/1360612.1360622

Robust treatment of complex collisions is a challenging problem in cloth simulation. Some state of the art methods resolve collisions iteratively, invoking a fail-safe when a bound on iteration count is exceeded. The best-known fail-safe...

Fast modal sounds with scalable frequency-domain synthesis
Nicolas Bonneel, George Drettakis, Nicolas Tsingos, Isabelle Viaud-Delmon, Doug James
Article No.: 24
DOI: 10.1145/1360612.1360623

Audio rendering of impact sounds, such as those caused by falling objects or explosion debris, adds realism to interactive 3D audiovisual applications, and can be convincingly achieved using modal sound synthesis. Unfortunately, mode-based...

Backward steps in rigid body simulation
Christopher D. Twigg, Doug L. James
Article No.: 25
DOI: 10.1145/1360612.1360624

Physically based simulation of rigid body dynamics is commonly done by time-stepping systems forward in time. In this paper, we propose methods to allow time-stepping rigid body systems back-ward in time. Unfortunately, reverse-time...

Section: Image collections and video

Clone attack! Perception of crowd variety
Rachel McDonnell, Michéal Larkin, Simon Dobbyn, Steven Collins, Carol O'Sullivan
Article No.: 26
DOI: 10.1145/1360612.1360625

When simulating large crowds, it is inevitable that the models and motions of many virtual characters will be cloned. However, the perceptual impact of this trade-off has never been studied. In this paper, we consider the ways in which an...

Real-time motion retargeting to highly varied user-created morphologies
Chris Hecker, Bernd Raabe, Ryan W. Enslow, John DeWeese, Jordan Maynard, Kees van Prooijen
Article No.: 27
DOI: 10.1145/1360612.1360626

Character animation in video games---whether manually keyframed or motion captured---has traditionally relied on codifying skeletons early in a game's development, and creating animations rigidly tied to these fixed skeleton morphologies. This...

Animating oscillatory motion with overlap: wiggly splines
Michael Kass, John Anderson
Article No.: 28
DOI: 10.1145/1360612.1360627

Oscillatory motion is ubiquitous in computer graphics, yet existing animation techniques are ill-suited to its authoring. We introduce a new type of spline for this purpose, known as a "Wiggly Spline." The spline generalizes traditional piecewise...

Example-based dynamic skinning in real time
Xiaohan Shi, Kun Zhou, Yiying Tong, Mathieu Desbrun, Hujun Bao, Baining Guo
Article No.: 29
DOI: 10.1145/1360612.1360628

In this paper we present an approach to enrich skeleton-driven animations with physically-based secondary deformation in real time. To achieve this goal, we propose a novel, surface-based deformable model that can interactively emulate the...

Section: Image collections and video

Hair photobooth: geometric and photometric acquisition of real hairstyles
Sylvain Paris, Will Chang, Oleg I. Kozhushnyan, Wojciech Jarosz, Wojciech Matusik, Matthias Zwicker, Frédo Durand
Article No.: 30
DOI: 10.1145/1360612.1360629

We accurately capture the shape and appearance of a person's hairstyle. We use triangulation and a sweep with planes of light for the geometry. Multiple projectors and cameras address the challenges raised by the reflectance and intricate geometry...

Efficient multiple scattering in hair using spherical harmonics
Jonathan T. Moon, Bruce Walter, Steve Marschner
Article No.: 31
DOI: 10.1145/1360612.1360630

Previous research has shown that a global multiple scattering simulation is needed to achieve physically realistic renderings of hair, particularly light-colored hair with low absorption. However, previous methods have either sacrificed accuracy...

Dual scattering approximation for fast multiple scattering in hair
Arno Zinke, Cem Yuksel, Andreas Weber, John Keyser
Article No.: 32
DOI: 10.1145/1360612.1360631

When rendering light colored hair, multiple fiber scattering is essential for the right perception of the overall hair color. In this context, we present a novel technique to efficiently approximate multiple fiber scattering for a full head of...

Multidimensional adaptive sampling and reconstruction for ray tracing
Toshiya Hachisuka, Wojciech Jarosz, Richard Peter Weistroffer, Kevin Dale, Greg Humphreys, Matthias Zwicker, Henrik Wann Jensen
Article No.: 33
DOI: 10.1145/1360612.1360632

We present a new adaptive sampling strategy for ray tracing. Our technique is specifically designed to handle multidimensional sample domains, and it is well suited for efficiently generating images with effects such as soft shadows, motion blur,...

Section: Image collections and video

Real-time, all-frequency shadows in dynamic scenes
Thomas Annen, Zhao Dong, Tom Mertens, Philippe Bekaert, Hans-Peter Seidel, Jan Kautz
Article No.: 34
DOI: 10.1145/1360612.1360633

Shadow computation in dynamic scenes under complex illumination is a challenging problem. Methods based on precomputation provide accurate, real-time solutions, but are hard to extend to dynamic scenes. Specialized approaches for soft shadows can...

Interactive relighting of dynamic refractive objects
Xin Sun, Kun Zhou, Eric Stollnitz, Jiaoying Shi, Baining Guo
Article No.: 35
DOI: 10.1145/1360612.1360634

We present a new technique for interactive relighting of dynamic refractive objects with complex material properties. We describe our technique in terms of a rendering pipeline in which each stage runs entirely on the GPU. The rendering pipeline...

Real-time smoke rendering using compensated ray marching
Kun Zhou, Zhong Ren, Stephen Lin, Hujun Bao, Baining Guo, Heung-Yeung Shum
Article No.: 36
DOI: 10.1145/1360612.1360635

We present a real-time algorithm called compensated ray marching for rendering of smoke under dynamic low-frequency environment lighting. Our approach is based on a decomposition of the input smoke animation, represented as a sequence of...

A meshless hierarchical representation for light transport
Jaakko Lehtinen, Matthias Zwicker, Emmanuel Turquin, Janne Kontkanen, Frédo Durand, François X. Sillion, Timo Aila
Article No.: 37
DOI: 10.1145/1360612.1360636

We introduce a meshless hierarchical representation for solving light transport problems. Precomputed radiance transfer (PRT) and finite elements require a discrete representation of illumination over the scene. Non-hierarchical approaches such as...

Section: Image collections and video

Data-driven enhancement of facial attractiveness
Tommer Leyvand, Daniel Cohen-Or, Gideon Dror, Dani Lischinski
Article No.: 38
DOI: 10.1145/1360612.1360637

When human raters are presented with a collection of shapes and asked to rank them according to their aesthetic appeal, the results often indicate that there is a statistical consensus among the raters. Yet it might be difficult to define a...

Face swapping: automatically replacing faces in photographs
Dmitri Bitouk, Neeraj Kumar, Samreen Dhillon, Peter Belhumeur, Shree K. Nayar
Article No.: 39
DOI: 10.1145/1360612.1360638

In this paper, we present a complete system for automatic face replacement in images. Our system uses a large library of face images created automatically by downloading images from the internet, extracting faces using face detection software, and...

AppProp: all-pairs appearance-space edit propagation
Xiaobo An, Fabio Pellacini
Article No.: 40
DOI: 10.1145/1360612.1360639

We present an intuitive and efficient method for editing the appearance of complex spatially-varying datasets, such as images and measured materials. In our framework, users specify rough adjustments that are refined interactively by enforcing the...

Modeling anisotropic surface reflectance with example-based microfacet synthesis
Jiaping Wang, Shuang Zhao, Xin Tong, John Snyder, Baining Guo
Article No.: 41
DOI: 10.1145/1360612.1360640

We present a new technique for the visual modeling of spatiallyvarying anisotropic reflectance using data captured from a single view. Reflectance is represented using a microfacet-based BRDF which tabulates the facets' normal distribution (NDF)...

Section: Image collections and video

Upright orientation of man-made objects
Hongbo Fu, Daniel Cohen-Or, Gideon Dror, Alla Sheffer
Article No.: 42
DOI: 10.1145/1360612.1360641

Humans usually associate an upright orientation with objects, placing them in a way that they are most commonly seen in our surroundings. While it is an open challenge to recover the functionality of a shape from its geometry alone, this paper...

Discovering structural regularity in 3D geometry
Mark Pauly, Niloy J. Mitra, Johannes Wallner, Helmut Pottmann, Leonidas J. Guibas
Article No.: 43
DOI: 10.1145/1360612.1360642

We introduce a computational framework for discovering regular or repeated geometric structures in 3D shapes. We describe and classify possible regular structures and present an effective algorithm for detecting such repeated geometric patterns in...

Skeleton extraction by mesh contraction
Oscar Kin-Chung Au, Chiew-Lan Tai, Hung-Kuo Chu, Daniel Cohen-Or, Tong-Yee Lee
Article No.: 44
DOI: 10.1145/1360612.1360643

Extraction of curve-skeletons is a fundamental problem with many applications in computer graphics and visualization. In this paper, we present a simple and robust skeleton extraction method based on mesh contraction. The method works directly on...

Computing geometry-aware handle and tunnel loops in 3D models
Tamal K. Dey, Kuiyu Li, Jian Sun, David Cohen-Steiner
Article No.: 45
DOI: 10.1145/1360612.1360644

Many applications such as topology repair, model editing, surface parameterization, and feature recognition benefit from computing loops on surfaces that wrap around their 'handles' and 'tunnels'. Computing such loops while optimizing their...

Section: Image collections and video

Two-way coupling of fluids to rigid and deformable solids and shells
Avi Robinson-Mosher, Tamar Shinar, Jon Gretarsson, Jonathan Su, Ronald Fedkiw
Article No.: 46
DOI: 10.1145/1360612.1360645

We propose a novel solid/fluid coupling method that treats the coupled system in a fully implicit manner making it stable for arbitrary time steps, large density ratios, etc. In contrast to previous work in computer graphics, we derive our method...

Fast viscoelastic behavior with thin features
Chris Wojtan, Greg Turk
Article No.: 47
DOI: 10.1145/1360612.1360646

We introduce a method for efficiently animating a wide range of deformable materials. We combine a high resolution surface mesh with a tetrahedral finite element simulator that makes use of frequent re-meshing. This combination allows for fast and...

Bubbles alive
Jeong-Mo Hong, Ho-Young Lee, Jong-Chul Yoon, Chang-Hun Kim
Article No.: 48
DOI: 10.1145/1360612.1360647

We propose a hybrid method for simulating multiphase fluids such as bubbly water. The appearance of subgrid visual details is improved by incorporating a new bubble model based on smoothed particle hydrodynamics (SPH) into an Eulerian grid-based...

Porous flow in particle-based fluid simulations
Toon Lenaerts, Bart Adams, Philip Dutré
Article No.: 49
DOI: 10.1145/1360612.1360648

This paper presents the simulation of a fluid flowing through a porous deformable material. We introduce the physical principles governing porous flow, expressed by the Law of Darcy, into the Smoothed Particle Hydrodynamics (SPH) framework for...

Wavelet turbulence for fluid simulation
Theodore Kim, Nils Thürey, Doug James, Markus Gross
Article No.: 50
DOI: 10.1145/1360612.1360649

We present a novel wavelet method for the simulation of fluids at high spatial resolution. The algorithm enables large- and small-scale detail to be edited separately, allowing high-resolution detail to be added as a post-processing step. Instead...

Section: Image collections and video

Multiscale texture synthesis
Charles Han, Eric Risser, Ravi Ramamoorthi, Eitan Grinspun
Article No.: 51
DOI: 10.1145/1360612.1360650

Example-based texture synthesis algorithms have gained widespread popularity for their ability to take a single input image and create a perceptually similar non-periodic texture. However, previous methods rely on single input exemplars that can...

Inverse texture synthesis
Li-Yi Wei, Jianwei Han, Kun Zhou, Hujun Bao, Baining Guo, Heung-Yeung Shum
Article No.: 52
DOI: 10.1145/1360612.1360651

The quality and speed of most texture synthesis algorithms depend on a 2D input sample that is small and contains enough texture variations. However, little research exists on how to acquire such sample. For homogeneous patterns this can be...

Lapped solid textures: filling a model with anisotropic textures
Kenshi Takayama, Makoto Okabe, Takashi Ijiri, Takeo Igarashi
Article No.: 53
DOI: 10.1145/1360612.1360652

We present a method for representing solid objects with spatially-varying oriented textures by repeatedly pasting solid texture exemplars. The underlying concept is to extend the 2D texture patch-pasting approach of lapped textures to 3D solids...

Anisotropic noise
Alexander Goldberg, Matthias Zwicker, Frédo Durand
Article No.: 54
DOI: 10.1145/1360612.1360653

Programmable graphics hardware makes it possible to generate procedural noise textures on the fly for interactive rendering. However, filtering and antialiasing procedural noise involves a tradeoff between aliasing artifacts and loss of detail. In...

Section: Image collections and video

Programmable aperture photography: multiplexed light field acquisition
Chia-Kai Liang, Tai-Hsu Lin, Bing-Yi Wong, Chi Liu, Homer H. Chen
Article No.: 55
DOI: 10.1145/1360612.1360654

In this paper, we present a system including a novel component called programmable aperture and two associated post-processing algorithms for high-quality light field acquisition. The shape of the programmable aperture can be adjusted and used to...

Glare aware photography: 4D ray sampling for reducing glare effects of camera lenses
Ramesh Raskar, Amit Agrawal, Cyrus A. Wilson, Ashok Veeraraghavan
Article No.: 56
DOI: 10.1145/1360612.1360655

Glare arises due to multiple scattering of light inside the camera's body and lens optics and reduces image contrast. While previous approaches have analyzed glare in 2D image space, we show that glare is inherently a 4D ray-space phenomenon. By...

Light field transfer: global illumination between real and synthetic objects
Oliver Cossairt, Shree Nayar, Ravi Ramamoorthi
Article No.: 57
DOI: 10.1145/1360612.1360656

We present a novel image-based method for compositing real and synthetic objects in the same scene with a high degree of visual realism. Ours is the first technique to allow global illumination and near-field lighting effects between both real and...

Towards passive 6D reflectance field displays
Martin Fuchs, Ramesh Raskar, Hans-Peter Seidel, Hendrik P. A. Lensch
Article No.: 58
DOI: 10.1145/1360612.1360657

Traditional flat screen displays present 2D images. 3D and 4D displays have been proposed making use of lenslet arrays to shape a fixed outgoing light field for horizontal or bidirectional parallax. In this article, we present different designs of...

Section: Image collections and video

A perceptually validated model for surface depth hallucination
Mashhuda Glencross, Gregory J. Ward, Francho Melendez, Caroline Jay, Jun Liu, Roger Hubbold
Article No.: 59
DOI: 10.1145/1360612.1360658

Capturing detailed surface geometry currently requires specialized equipment such as laser range scanners, which despite their high accuracy, leave gaps in the surfaces that must be reconciled with photographic capture for relighting applications....

Perception of complex aggregates
Ganesh Ramanarayanan, Kavita Bala, James A. Ferwerda
Article No.: 60
DOI: 10.1145/1360612.1360659

Aggregates of individual objects, such as forests, crowds, and piles of fruit, are a common source of complexity in computer graphics scenes. When viewing an aggregate, observers attend less to individual objects and focus more on overall...

A perception-based color space for illumination-invariant image processing
Hamilton Y. Chong, Steven J. Gortler, Todd Zickler
Article No.: 61
DOI: 10.1145/1360612.1360660

Motivated by perceptual principles, we derive a new color space in which the associated metric approximates perceived distances and color displacements capture relationships that are robust to spectral changes in illumination. The resulting color...

Self-animating images: illusory motion using repeated asymmetric patterns
Ming-Te Chi, Tong-Yee Lee, Yingge Qu, Tien-Tsin Wong
Article No.: 62
DOI: 10.1145/1360612.1360661

Illusory motion in a still image is a fascinating research topic in the study of human motion perception. Physiologists and psychologists have attempted to understand this phenomenon by constructing simple, color repeated asymmetric patterns (RAP)...

Section: Image collections and video

Discrete elastic rods
Miklós Bergou, Max Wardetzky, Stephen Robinson, Basile Audoly, Eitan Grinspun
Article No.: 63
DOI: 10.1145/1360612.1360662

We present a discrete treatment of adapted framed curves, parallel transport, and holonomy, thus establishing the language for a discrete geometric model of thin flexible rods with arbitrary cross section and undeformed configuration. Our approach...

A mass spring model for hair simulation
Andrew Selle, Michael Lentine, Ronald Fedkiw
Article No.: 64
DOI: 10.1145/1360612.1360663

Our goal is to simulate the full hair geometry, consisting of approximately one hundred thousand hairs on a typical human head. This will require scalable methods that can simulate every hair as opposed to only a few guide hairs. Novel to this...

Simulating knitted cloth at the yarn level
Jonathan M. Kaldor, Doug L. James, Steve Marschner
Article No.: 65
DOI: 10.1145/1360612.1360664

Knitted fabric is widely used in clothing because of its unique and stretchy behavior, which is fundamentally different from the behavior of woven cloth. The properties of knits come from the nonlinear, three-dimensional kinematics of long,...

Animating developable surfaces using nonconforming elements
Elliot English, Robert Bridson
Article No.: 66
DOI: 10.1145/1360612.1360665

We present a new discretization for the physics-based animation of developable surfaces. Constrained to not deform at all in-plane but free to bend out-of-plane, these are an excellent approximation for many materials, including most cloth, paper,...

Section: Image collections and video

Edge-preserving decompositions for multi-scale tone and detail manipulation
Zeev Farbman, Raanan Fattal, Dani Lischinski, Richard Szeliski
Article No.: 67
DOI: 10.1145/1360612.1360666

Many recent computational photography techniques decompose an image into a piecewise smooth base layer, containing large scale variations in intensity, and a residual detail layer capturing the smaller scale details in the image. In many of these...

Display adaptive tone mapping
Rafał Mantiuk, Scott Daly, Louis Kerofsky
Article No.: 68
DOI: 10.1145/1360612.1360667

We propose a tone mapping operator that can minimize visible contrast distortions for a range of output devices, ranging from e-paper to HDR displays. The operator weights contrast distortions according to their visibility predicted by the model...

Dynamic range independent image quality assessment
Tunç Ozan Aydin, Rafał Mantiuk, Karol Myszkowski, Hans-Peter Seidel
Article No.: 69
DOI: 10.1145/1360612.1360668

The diversity of display technologies and introduction of high dynamic range imagery introduces the necessity of comparing images of radically different dynamic ranges. Current quality assessment metrics are not suitable for this task, as they...

Light mixture estimation for spatially varying white balance
Eugene Hsu, Tom Mertens, Sylvain Paris, Shai Avidan, Frédo Durand
Article No.: 70
DOI: 10.1145/1360612.1360669

White balance is a crucial step in the photographic pipeline. It ensures the proper rendition of images by eliminating color casts due to differing illuminants. Digital cameras and editing programs provide white balance tools that assume a single...

Section: Image collections and video

Motion-invariant photography
Anat Levin, Peter Sand, Taeg Sang Cho, Frédo Durand, William T. Freeman
Article No.: 71
DOI: 10.1145/1360612.1360670

Object motion during camera exposure often leads to noticeable blurring artifacts. Proper elimination of this blur is challenging because the blur kernel is unknown, varies over the image as a function of object velocity, and destroys high...

Single image dehazing
Raanan Fattal
Article No.: 72
DOI: 10.1145/1360612.1360671

In this paper we present a new method for estimating the optical transmission in hazy scenes given a single input image. Based on this estimation, the scattered light is eliminated to increase scene visibility and recover haze-free scene...

High-quality motion deblurring from a single image
Qi Shan, Jiaya Jia, Aseem Agarwala
Article No.: 73
DOI: 10.1145/1360612.1360672

We present a new algorithm for removing motion blur from a single image. Our method computes a deblurred image using a unified probabilistic model of both blur kernel estimation and unblurred image restoration. We present an analysis of the...

Progressive inter-scale and intra-scale non-blind image deconvolution
Lu Yuan, Jian Sun, Long Quan, Heung-Yeung Shum
Article No.: 74
DOI: 10.1145/1360612.1360673

Ringing is the most disturbing artifact in the image deconvolution. In this paper, we present a progressive inter-scale and intra-scale non-blind image deconvolution approach that significantly reduces ringing. Our approach is built on a novel...

Section: Image collections and video

Curved folding
Martin Kilian, Simon Flöry, Zhonggui Chen, Niloy J. Mitra, Alla Sheffer, Helmut Pottmann
Article No.: 75
DOI: 10.1145/1360612.1360674

Fascinating and elegant shapes may be folded from a single planar sheet of material without stretching, tearing or cutting, if one incorporates curved folds into the design. We present an optimization-based computational framework for design and...

Freeform surfaces from single curved panels
Helmut Pottmann, Alexander Schiftner, Pengbo Bo, Heinz Schmiedhofer, Wenping Wang, Niccolo Baldassini, Johannes Wallner
Article No.: 76
DOI: 10.1145/1360612.1360675

Motivated by applications in architecture and manufacturing, we discuss the problem of covering a freeform surface by single curved panels. This leads to the new concept of semi-discrete surface representation, which constitutes a link between...

Conformal equivalence of triangle meshes
Boris Springborn, Peter Schröder, Ulrich Pinkall
Article No.: 77
DOI: 10.1145/1360612.1360676

We present a new algorithm for conformal mesh parameterization. It is based on a precise notion of discrete conformal equivalence for triangle meshes which mimics the notion of conformal equivalence for smooth surfaces. The problem of...

Green Coordinates
Yaron Lipman, David Levin, Daniel Cohen-Or
Article No.: 78
DOI: 10.1145/1360612.1360677

We introduce Green Coordinates for closed polyhedral cages. The coordinates are motivated by Green's third integral identity and respect both the vertices position and faces orientation of the cage. We show that Green Coordinates lead to space...

Watertight trimmed NURBS
Thomas W. Sederberg, G. Thomas Finnigan, Xin Li, Hongwei Lin, Heather Ipson
Article No.: 79
DOI: 10.1145/1360612.1360678

This paper addresses the long-standing problem of the unavoidable gaps that arise when expressing the intersection of two NURBS surfaces using conventional trimmed-NURBS representation. The solution converts each trimmed NURBS into an untrimmed...

Section: Image collections and video

Group motion editing
Taesoo Kwon, Kang Hoon Lee, Jehee Lee, Shigeo Takahashi
Article No.: 80
DOI: 10.1145/1360612.1360679

Animating a crowd of characters is an important problem in computer graphics. The latest techniques enable highly realistic group motions to be produced in feature animation films and video games. However, interactive methods have not emerged yet...

Continuation methods for adapting simulated skills
KangKang Yin, Stelian Coros, Philippe Beaudoin, Michiel van de Panne
Article No.: 81
DOI: 10.1145/1360612.1360680

Modeling the large space of possible human motions requires scalable techniques. Generalizing from example motions or example controllers is one way to provide the required scalability. We present techniques for generalizing a controller for...

Interactive simulation of stylized human locomotion
Marco da Silva, Yeuhi Abe, Jovan Popović
Article No.: 82
DOI: 10.1145/1360612.1360681

Animating natural human motion in dynamic environments is difficult because of complex geometric and physical interactions. Simulation provides an automatic solution to parts of this problem, but it needs control systems to produce lifelike...

Musculotendon simulation for hand animation
Shinjiro Sueda, Andrew Kaufman, Dinesh K. Pai
Article No.: 83
DOI: 10.1145/1360612.1360682

We describe an automatic technique for generating the motion of tendons and muscles under the skin of a traditionally animated character. This is achieved by integrating the traditional animation pipeline with a novel biomechanical simulator...

Section: Image collections and video

A system for high-volume acquisition and matching of fresco fragments: reassembling Theran wall paintings
Benedict J. Brown, Corey Toler-Franklin, Diego Nehab, Michael Burns, David Dobkin, Andreas Vlachopoulos, Christos Doumas, Szymon Rusinkiewicz, Tim Weyrich
Article No.: 84
DOI: 10.1145/1360612.1360683

Although mature technologies exist for acquiring images, geometry, and normals of small objects, they remain cumbersome and time-consuming for non-experts to employ on a large scale. In an archaeological setting, a practical acquisition system for...

4-points congruent sets for robust pairwise surface registration
Dror Aiger, Niloy J. Mitra, Daniel Cohen-Or
Article No.: 85
DOI: 10.1145/1360612.1360684

We introduce 4PCS, a fast and robust alignment scheme for 3D point sets that uses wide bases, which are known to be resilient to noise and outliers. The algorithm allows registering raw noisy data, possibly contaminated with outliers, without...

3D-modeling by ortho-image generation from image sequences
Thorsten Thormählen, Hans-Peter Seidel
Article No.: 86
DOI: 10.1145/1360612.1360685

A semi-automatic approach is presented that enables the generation of a high-quality 3D model of a static object from an image sequence that was taken by a moving, uncalibrated consumer camera. A bounding box is placed around the object, and...

Fluorescent immersion range scanning
Matthias B. Hullin, Martin Fuchs, Ivo Ihrke, Hans-Peter Seidel, Hendrik P. A. Lensch
Article No.: 87
DOI: 10.1145/1360612.1360686

The quality of a 3D range scan should not depend on the surface properties of the object. Most active range scanning techniques, however, assume a diffuse reflector to allow for a robust detection of incident light patterns. In our approach we...

Section: Image collections and video

Where do people draw lines?
Forrester Cole, Aleksey Golovinskiy, Alex Limpaecher, Heather Stoddart Barros, Adam Finkelstein, Thomas Funkhouser, Szymon Rusinkiewicz
Article No.: 88
DOI: 10.1145/1360612.1360687

This paper presents the results of a study in which artists made line drawings intended to convey specific 3D shapes. The study was designed so that drawings could be registered with rendered images of 3D models, supporting an analysis of how well...

Structure-aware halftoning
Wai-Man Pang, Yingge Qu, Tien-Tsin Wong, Daniel Cohen-Or, Pheng-Ann Heng
Article No.: 89
DOI: 10.1145/1360612.1360688

This paper presents an optimization-based halftoning technique that preserves the structure and tone similarities between the original and the halftone images. By optimizing an objective function consisting of both the structure and the tone...

3D unsharp masking for scene coherent enhancement
Tobias Ritschel, Kaleigh Smith, Matthias Ihrke, Thorsten Grosch, Karol Myszkowski, Hans-Peter Seidel
Article No.: 90
DOI: 10.1145/1360612.1360689

We present a new approach for enhancing local scene contrast by unsharp masking over arbitrary surfaces under any form of illumination. Our adaptation of a well-known 2D technique to 3D interactive scenarios is designed to aid viewers in tasks...

Real-time data driven deformation using kernel canonical correlation analysis
Wei-Wen Feng, Byung-Uck Kim, Yizhou Yu
Article No.: 91
DOI: 10.1145/1360612.1360690

Achieving intuitive control of animated surface deformation while observing a specific style is an important but challenging task in computer graphics. Solutions to this task can find many applications in data-driven skin animation, computer...

Section: Image collections and video

Diffusion curves: a vector representation for smooth-shaded images
Alexandrina Orzan, Adrien Bousseau, Holger Winnemöller, Pascal Barla, Joëlle Thollot, David Salesin
Article No.: 92
DOI: 10.1145/1360612.1360691

We describe a new vector-based primitive for creating smooth-shaded images, called the diffusion curve. A diffusion curve partitions the space through which it is drawn, defining different colors on either side. These colors may vary...

Real-time gradient-domain painting
James McCann, Nancy S. Pollard
Article No.: 93
DOI: 10.1145/1360612.1360692

We present an image editing program which allows artists to paint in the gradient domain with real-time feedback on megapixel-sized images. Along with a pedestrian, though powerful, gradient-painting brush and gradient-clone tool, we introduce an...

Feedback control of cumuliform cloud formation based on computational fluid dynamics
Yoshinori Dobashi, Katsutoshi Kusumoto, Tomoyuki Nishita, Tsuyoshi Yamamoto
Article No.: 94
DOI: 10.1145/1360612.1360693

Clouds play an important role for creating realistic images of outdoor scenes. In order to generate realistic clouds, many methods have been developed for modeling and animating clouds. One of the most effective approaches for synthesizing...

Shading-based surface editing
Yotam Gingold, Denis Zorin
Article No.: 95
DOI: 10.1145/1360612.1360694

We present a system for free-form surface modeling that allows a user to modify a shape by changing its rendered, shaded image using stroke-based drawing tools. User input is translated into a set of tangent and positional constraints on the...

Section: Image collections and video

Data-driven modeling of skin and muscle deformation
Sang Il Park, Jessica K. Hodgins
Article No.: 96
DOI: 10.1145/1360612.1360695

In this paper, we present a data-driven technique for synthesizing skin deformation from skeletal motion. We first create a database of dynamic skin deformations by recording the motion of the surface of the skin with a very large set of motion...

Articulated mesh animation from multi-view silhouettes
Daniel Vlasic, Ilya Baran, Wojciech Matusik, Jovan Popović
Article No.: 97
DOI: 10.1145/1360612.1360696

Details in mesh animations are difficult to generate but they have great impact on visual quality. In this work, we demonstrate a practical software system for capturing such details from multi-view video recordings. Given a stream of synchronized...

Performance capture from sparse multi-view video
Edilson de Aguiar, Carsten Stoll, Christian Theobalt, Naveed Ahmed, Hans-Peter Seidel, Sebastian Thrun
Article No.: 98
DOI: 10.1145/1360612.1360697

This paper proposes a new marker-less approach to capturing human performances from multi-view video. Our algorithm can jointly reconstruct spatio-temporally coherent geometry, motion and textural surface appearance of actors that perform complex...

Markerless garment capture
Derek Bradley, Tiberiu Popa, Alla Sheffer, Wolfgang Heidrich, Tamy Boubekeur
Article No.: 99
DOI: 10.1145/1360612.1360698

A lot of research has recently focused on the problem of capturing the geometry and motion of garments. Such work usually relies on special markers printed on the fabric to establish temporally coherent correspondences between points on the...

Section: Image collections and video

Automatic generation of tourist maps
Floraine Grabler, Maneesh Agrawala, Robert W. Sumner, Mark Pauly
Article No.: 100
DOI: 10.1145/1360612.1360699

Tourist maps are essential resources for visitors to an unfamiliar city because they visually highlight landmarks and other points of interest. Yet, hand-designed maps are static representations that cannot adapt to the needs and tastes of the...

Automated generation of interactive 3D exploded view diagrams
Wilmot Li, Maneesh Agrawala, Brian Curless, David Salesin
Article No.: 101
DOI: 10.1145/1360612.1360700

We present a system for creating and viewing interactive exploded views of complex 3D models. In our approach, a 3D input model is organized into an explosion graph that encodes how parts explode with respect to each other. We present an...

Interactive visual editing of grammars for procedural architecture
Markus Lipp, Peter Wonka, Michael Wimmer
Article No.: 102
DOI: 10.1145/1360612.1360701

We introduce a real-time interactive visual editing paradigm for shape grammars, allowing the creation of rulebases from scratch without text file editing. In previous work, shape-grammar based procedural techniques were successfully applied to...

Interactive procedural street modeling
Guoning Chen, Gregory Esch, Peter Wonka, Pascal Müller, Eugene Zhang
Article No.: 103
DOI: 10.1145/1360612.1360702

This paper addresses the problem of interactively modeling large street networks. We introduce an intuitive and flexible modeling framework in which a user can create a street network from scratch or modify an existing street network. This is...