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SIGGRAPH Asia '08: ACM SIGGRAPH Asia 2008 papers



Section: Shape modelling

Single image tree modeling
Ping Tan, Tian Fang, Jianxiong Xiao, Peng Zhao, Long Quan
Article No.: 108
DOI: 10.1145/1409060.1409061

In this paper, we introduce a simple sketching method to generate a realistic 3D tree model from a single image. The user draws at least two strokes in the tree image: the first crown stroke around the tree crown to mark up the leaf region, the...

Sketch-based tree modeling using Markov random field
Xuejin Chen, Boris Neubert, Ying-Qing Xu, Oliver Deussen, Sing Bing Kang
Article No.: 109
DOI: 10.1145/1409060.1409062

In this paper, we describe a new system for converting a user's freehand sketch of a tree into a full 3D model that is both complex and realistic-looking. Our system does this by probabilistic optimization based on parameters obtained from a...

Space-time surface reconstruction using incompressible flow
Andrei Sharf, Dan A. Alcantara, Thomas Lewiner, Chen Greif, Alla Sheffer, Nina Amenta, Daniel Cohen-Or
Article No.: 110
DOI: 10.1145/1409060.1409063

We introduce a volumetric space-time technique for the reconstruction of moving and deforming objects from point data. The output of our method is a four-dimensional space-time solid, made up of spatial slices, each of which is a three-dimensional...

Non-homogeneous resizing of complex models
Vladislav Kraevoy, Alla Sheffer, Ariel Shamir, Daniel Cohen-Or
Article No.: 111
DOI: 10.1145/1409060.1409064

Resizing of 3D models can be very useful when creating new models or placing models inside different scenes. However, uniform scaling is limited in its applicability while straightforward non-uniform scaling can destroy features and lead to...

Section: Shape modelling

Animating responsive characters with dynamic constraints in near-unactuated coordinates
Yuting Ye, C. Karen Liu
Article No.: 112
DOI: 10.1145/1409060.1409065

This paper presents a technique to enhance a kinematically controlled virtual character with a generic class of dynamic responses to small perturbations. Given an input motion sequence, our technique can synthesize reactive motion to arbitrary...

Synthesis of constrained walking skills
Stelian Coros, Philippe Beaudoin, Kang Kang Yin, Michiel van de Pann
Article No.: 113
DOI: 10.1145/1409060.1409066

Simulated characters in simulated worlds require simulated skills. We develop control strategies that enable physically-simulated characters to dynamically navigate environments with significant stepping constraints, such as sequences of gaps. We...

Interaction patches for multi-character animation
Hubert P. H. Shum, Taku Komura, Masashi Shiraishi, Shuntaro Yamazaki
Article No.: 114
DOI: 10.1145/1409060.1409067

We propose a data-driven approach to automatically generate a scene where tens to hundreds of characters densely interact with each other. During off-line processing, the close interactions between characters are precomputed by expanding a game...

Motion overview of human actions
Jackie Assa, Daniel Cohen-Or, I-Cheng Yeh, Tong-Yee Lee
Article No.: 115
DOI: 10.1145/1409060.1409068

During the last decade, motion capture data has emerged and gained a leading role in animations, games and 3D environments. Many of these applications require the creation of expressive overview video clips capturing the human motion, however...

Section: Shape modelling

Deep photo: model-based photograph enhancement and viewing
Johannes Kopf, Boris Neubert, Billy Chen, Michael Cohen, Daniel Cohen-Or, Oliver Deussen, Matt Uyttendaele, Dani Lischinski
Article No.: 116
DOI: 10.1145/1409060.1409069

In this paper, we introduce a novel system for browsing, enhancing, and manipulating casual outdoor photographs by combining them with already existing georeferenced digital terrain and urban models. A simple interactive registration process is...

Animating animal motion from still
Xuemiao Xu, Liang Wan, Xiaopei Liu, Tien-Tsin Wong, Liansheng Wang, Chi-Sing Leung
Article No.: 117
DOI: 10.1145/1409060.1409070

Even though the temporal information is lost, a still picture of moving animals hints at their motion. In this paper, we infer motion cycle of animals from the "motion snapshots" (snapshots of different individuals) captured in a still picture. By...

Optimized scale-and-stretch for image resizing
Yu-Shuen Wang, Chiew-Lan Tai, Olga Sorkine, Tong-Yee Lee
Article No.: 118
DOI: 10.1145/1409060.1409071

We present a "scale-and-stretch" warping method that allows resizing images into arbitrary aspect ratios while preserving visually prominent features. The method operates by iteratively computing optimal local scaling factors for each local region...

Interactive normal reconstruction from a single image
Tai-Pang Wu, Jian Sun, Chi-Keung Tang, Heung-Yeung Shum
Article No.: 119
DOI: 10.1145/1409060.1409072

We present an interactive system for reconstructing surface normals from a single image. Our approach has two complementary contributions. First, we introduce a novel shape-from-shading algorithm (SfS) that produces faithful normal reconstruction...

Depicting procedural caustics in single images
Diego Gutierrez, Francisco J. Seron, Jorge Lopez-Moreno, Maria P. Sanchez, Jorge Fandos, Erik Reinhard
Article No.: 120
DOI: 10.1145/1409060.1409073

We present a powerful technique to simulate and approximate caustics in images. Our algorithm is designed to produce good results without the need to painstakingly paint over pixels. The ability to edit global illumination through image processing...

Section: Shape modelling

Facial performance synthesis using deformation-driven polynomial displacement maps
Wan-Chun Ma, Andrew Jones, Jen-Yuan Chiang, Tim Hawkins, Sune Frederiksen, Pieter Peers, Marko Vukovic, Ming Ouhyoung, Paul Debevec
Article No.: 121
DOI: 10.1145/1409060.1409074

We present a novel method for acquisition, modeling, compression, and synthesis of realistic facial deformations using polynomial displacement maps. Our method consists of an analysis phase where the relationship between motion capture markers and...

Reusable skinning templates using cage-based deformations
Tao Ju, Qian-Yi Zhou, Michiel van de Panne, Daniel Cohen-Or, Ulrich Neumann
Article No.: 122
DOI: 10.1145/1409060.1409075

Character skinning determines how the shape of the surface geometry changes as a function of the pose of the underlying skeleton. In this paper we describe skinning templates, which define common deformation behaviors for common joint types. This...

Accelerometer-based user interfaces for the control of a physically simulated character
Takaaki Shiratori, Jessica K. Hodgins
Article No.: 123
DOI: 10.1145/1409060.1409076

In late 2006, Nintendo released a new game controller, the Wiimote, which included a three-axis accelerometer. Since then, a large variety of novel applications for these controllers have been developed by both independent and commercial...

Video puppetry: a performative interface for cutout animation
Connelly Barnes, David E. Jacobs, Jason Sanders, Dan B Goldman, Szymon Rusinkiewicz, Adam Finkelstein, Maneesh Agrawala
Article No.: 124
DOI: 10.1145/1409060.1409077

We present a video-based interface that allows users of all skill levels to quickly create cutout-style animations by performing the character motions. The puppeteer first creates a cast of physical puppets using paper, markers and scissors. He...

Laughing out loud: control for modeling anatomically inspired laughter using audio
Paul C. DiLorenzo, Victor B. Zordan, Benjamin L. Sanders
Article No.: 125
DOI: 10.1145/1409060.1409078

We present a novel technique for generating animation of laughter for a character. Our approach utilizes an anatomically inspired, physics-based model of a human torso that includes a mix of rigid-body and deformable components and is driven by...

Section: Shape modelling

Real-time KD-tree construction on graphics hardware
Kun Zhou, Qiming Hou, Rui Wang, Baining Guo
Article No.: 126
DOI: 10.1145/1409060.1409079

We present an algorithm for constructing kd-trees on GPUs. This algorithm achieves real-time performance by exploiting the GPU's streaming architecture at all stages of kd-tree construction. Unlike previous parallel kd-tree algorithms, our method...

Automated reprojection-based pixel shader optimization
Pitchaya Sitthi-amorn, Jason Lawrence, Lei Yang, Pedro V. Sander, Diego Nehab, Jiahe Xi
Article No.: 127
DOI: 10.1145/1409060.1409080

We present a framework and supporting algorithms to automate the use of temporal data reprojection as a general tool for optimizing procedural shaders. Although the general strategy of caching and reusing expensive intermediate shading...

Fast, realistic lighting and material design using nonlinear cut approximation
Ewen Cheslack-Postava, Rui Wang, Oskar Akerlund, Fabio Pellacini
Article No.: 128
DOI: 10.1145/1409060.1409081

We present an efficient computational algorithm for functions represented by a nonlinear piecewise constant approximation called cuts. Our main contribution is a single traversal algorithm for merging cuts that allows for arbitrary...

Imperfect shadow maps for efficient computation of indirect illumination
T. Ritschel, T. Grosch, M. H. Kim, H.-P. Seidel, C. Dachsbacher, J. Kautz
Article No.: 129
DOI: 10.1145/1409060.1409082

We present a method for interactive computation of indirect illumination in large and fully dynamic scenes based on approximate visibility queries. While the high-frequency nature of direct lighting requires accurate visibility, indirect...

Progressive photon mapping
Toshiya Hachisuka, Shinji Ogaki, Henrik Wann Jensen
Article No.: 130
DOI: 10.1145/1409060.1409083

This paper introduces a simple and robust progressive global illumination algorithm based on photon mapping. Progressive photon mapping is a multi-pass algorithm where the first pass is ray tracing followed by any number of photon tracing passes....

Section: Shape modelling

Shield fields: modeling and capturing 3D occluders
Douglas Lanman, Ramesh Raskar, Amit Agrawal, Gabriel Taubin
Article No.: 131
DOI: 10.1145/1409060.1409084

We describe a unified representation of occluders in light transport and photography using shield fields: the 4D attenuation function which acts on any light field incident on an occluder. Our key theoretical result is that shield fields can be...

Time-resolved 3d capture of non-stationary gas flows
Bradley Atcheson, Ivo Ihrke, Wolfgang Heidrich, Art Tevs, Derek Bradley, Marcus Magnor, Hans-Peter Seidel
Article No.: 132
DOI: 10.1145/1409060.1409085

Fluid simulation is one of the most active research areas in computer graphics. However, it remains difficult to obtain measurements of real fluid flows for validation of the simulated data.

In this paper, we take a step in the direction of...

A photometric approach for estimating normals and tangents
Michael Holroyd, Jason Lawrence, Greg Humphreys, Todd Zickler
Article No.: 133
DOI: 10.1145/1409060.1409086

This paper presents a technique for acquiring the shape of real-world objects with complex isotropic and anisotropic reflectance. Our method estimates the local normal and tangent vectors at each pixel in a reference view from a sequence of images...

Extracting depth and matte using a color-filtered aperture
Yosuke Bando, Bing-Yu Chen, Tomoyuki Nishita
Article No.: 134
DOI: 10.1145/1409060.1409087

This paper presents a method for automatically extracting a scene depth map and the alpha matte of a foreground object by capturing a scene through RGB color filters placed in the camera lens aperture. By dividing the aperture into three regions...

Section: Shape modelling

Random-access rendering of general vector graphics
Diego Nehab, Hugues Hoppe
Article No.: 135
DOI: 10.1145/1409060.1409088

We introduce a novel representation for random-access rendering of antialiased vector graphics on the GPU, along with efficient encoding and rendering algorithms. The representation supports a broad class of vector primitives, including multiple...

Texture amendment: reducing texture distortion in constrained parameterization
Yu-Wing Tai, Michael S. Brown, Chi-Keung Tang, Heung-Yeung Shum
Article No.: 136
DOI: 10.1145/1409060.1409089

Constrained parameterization is an effective way to establish texture coordinates between a 3D surface and an existing image or photograph. A known drawback to constrained parameterization is visual distortion that arises when the 3D geometry is...

IGT: inverse geometric textures
Ismael García, Gustavo Patow
Article No.: 137
DOI: 10.1145/1409060.1409090

Preserving details from a high resolution reference model onto lower resolution models is a complex, and sometimes daunting, task as manual intervention is required to correct texture misplacements. Inverse Geometric Textures (IGT) is a...

A psychophysically validated metric for bidirectional texture data reduction
Jiří Filip, Michael J. Chantler, Patrick R. Green, Michal Haindl
Article No.: 138
DOI: 10.1145/1409060.1409091

Bidirectional Texture Functions (BTF) are commonly thought to provide the most realistic perceptual experience of materials from rendered images. The key to providing efficient compression of BTFs is the decision as to how much of the data should...

Section: Shape modelling

Practical modeling and acquisition of layered facial reflectance
Abhijeet Ghosh, Tim Hawkins, Pieter Peers, Sune Frederiksen, Paul Debevec
Article No.: 139
DOI: 10.1145/1409060.1409092

We present a practical method for modeling layered facial reflectance consisting of specular reflectance, single scattering, and shallow and deep subsurface scattering. We estimate parameters of appropriate reflectance models for each of these...

A layered, heterogeneous reflectance model for acquiring and rendering human skin
Craig Donner, Tim Weyrich, Eugene d'Eon, Ravi Ramamoorthi, Szymon Rusinkiewicz
Article No.: 140
DOI: 10.1145/1409060.1409093

We introduce a layered, heterogeneous spectral reflectance model for human skin. The model captures the inter-scattering of light among layers, each of which may have an independent set of spatially-varying absorption and scattering parameters....

Phong Tessellation
Tamy Boubekeur, Marc Alexa
Article No.: 141
DOI: 10.1145/1409060.1409094

Modern 3D engines used in real-time applications provide shading that hides the lack of higher order continuity inside the shapes using modulated normals, textures, and tone-mapping -- artifacts remain only on interior contours and silhouettes if...

Subdivision shading
Marc Alexa, Tamy Boubekeur
Article No.: 142
DOI: 10.1145/1409060.1409095

The idea of Phong Shading is applied to subdivision surfaces: normals are associated with vertices and the same construction is used for both locations and normals. This creates vertex positions and normals. The vertex normals are smoother...

Real-time Reyes-style adaptive surface subdivision
Anjul Patney, John D. Owens
Article No.: 143
DOI: 10.1145/1409060.1409096

We present a GPU based implementation of Reyes-style adaptive surface subdivision, known in Reyes terminology as the Bound/Split and Dice stages. The performance of this task is important for the Reyes pipeline to map efficiently to graphics...

Section: Shape modelling

Efficient traversal of mesh edges using adjacency primitives
Pedro V. Sander, Diego Nehab, Eden Chlamtac, Hugues Hoppe
Article No.: 144
DOI: 10.1145/1409060.1409097

Processing of mesh edges lies at the core of many advanced realtime rendering techniques, ranging from shadow and silhouette computations, to motion blur and fur rendering. We present a scheme for efficient traversal of mesh edges that builds on...

Randomized cuts for 3D mesh analysis
Aleksey Golovinskiy, Thomas Funkhouser
Article No.: 145
DOI: 10.1145/1409060.1409098

The goal of this paper is to investigate a new shape analysis method based on randomized cuts of 3D surface meshes. The general strategy is to generate a random set of mesh segmentations and then to measure how often each edge of the mesh lies on...

Deducing interpolating subdivision schemes from approximating subdivision schemes
Shujin Lin, Fang You, Xiaonan Luo, Zheng Li
Article No.: 146
DOI: 10.1145/1409060.1409099

In this paper we describe a method for directly deducing new interpolating subdivision masks for meshes from corresponding approximating subdivision masks. The purpose is to avoid complex computation for producing interpolating subdivision masks...

Spectral quadrangulation with orientation and alignment control
Jin Huang, Muyang Zhang, Jin Ma, Xinguo Liu, Leif Kobbelt, Hujun Bao
Article No.: 147
DOI: 10.1145/1409060.1409100

This paper presents a new quadrangulation algorithm, extending the spectral surface quadrangulation approach where the coarse quadrangular structure is derived from the Morse-Smale complex of an eigenfunction of the Laplacian operator on the input...

Quadrilateral mesh simplification
Joel Daniels, Cláudio T. Silva, Jason Shepherd, Elaine Cohen
Article No.: 148
DOI: 10.1145/1409060.1409101

We introduce a simplification algorithm for meshes composed of quadrilateral elements. It is reminiscent of edge-collapse based methods for triangle meshes, but takes a novel approach to the challenging problem of maintaining the quadrilateral...

Section: Shape modelling

A virtual restoration stage for real-world objects
Daniel G. Aliaga, Alvin J. Law, Yu Hong Yeung
Article No.: 149
DOI: 10.1145/1409060.1409102

In this paper, we introduce a system to virtually restore damaged or historically significant objects without needing to physically change the object in any way. Our work addresses both creating a restored synthetic version of the object as viewed...

Superimposing dynamic range
Oliver Bimber, Daisuke Iwai
Article No.: 150
DOI: 10.1145/1409060.1409103

We present a simple and cost-efficient way of extending contrast, perceived tonal resolution, and color space of reflective media, such as paper prints, hardcopy photographs, or electronic paper displays. A calibrated projector-camera system is...

VirtualStudio2Go: digital video composition for real environments
Anselm Grundhöfer, Oliver Bimber
Article No.: 151
DOI: 10.1145/1409060.1409104

We synchronize film cameras and LED lighting with off-the-shelf video projectors. Radiometric compensation allows displaying keying patterns and other spatial codes on arbitrary real world surfaces. A fast temporal multiplexing of coded projection...

Intrinsic colorization
Xiaopei Liu, Liang Wan, Yingge Qu, Tien-Tsin Wong, Stephen Lin, Chi-Sing Leung, Pheng-Ann Heng
Article No.: 152
DOI: 10.1145/1409060.1409105

In this paper, we present an example-based colorization technique robust to illumination differences between grayscale target and color reference images. To achieve this goal, our method performs color transfer in an illumination-independent...

Fast image/video upsampling
Qi Shan, Zhaorong Li, Jiaya Jia, Chi-Keung Tang
Article No.: 153
DOI: 10.1145/1409060.1409106

We propose a simple but effective upsampling method for automatically enhancing the image/video resolution, while preserving the essential structural information. The main advantage of our method lies in a feedback-control framework which...

Section: Shape modelling

Adaptive cutaways for comprehensible rendering of polygonal scenes
Michael Burns, Adam Finkelstein
Article No.: 154
DOI: 10.1145/1409060.1409107

In 3D renderings of complex scenes, objects of interest may be occluded by those of secondary importance. Cutaway renderings address this problem by omitting portions of secondary objects so as to expose the objects of interest. This paper...

Richness-preserving manga screening
Yingge Qu, Wai-Man Pang, Tien-Tsin Wong, Pheng-Ann Heng
Article No.: 155
DOI: 10.1145/1409060.1409108

Due to the tediousness and labor intensive cost, some manga artists have already employed computer-assisted methods for converting color photographs to manga backgrounds. However, existing bitonal image generation methods usually produce...

Line-art illustration of dynamic and specular surfaces
Yongjin Kim, Jingyi Yu, Xuan Yu, Seungyong Lee
Article No.: 156
DOI: 10.1145/1409060.1409109

Line-art illustrations are effective tools for conveying shapes and shading of complex objects. We present a set of new algorithms to render line-art illustrations of dynamic and specular (reflective and refractive) surfaces. We first introduce a...

Demarcating curves for shape illustration
Michael Kolomenkin, Ilan Shimshoni, Ayellet Tal
Article No.: 157
DOI: 10.1145/1409060.1409110

Curves on objects can convey the inherent features of the shape. This paper defines a new class of view-independent curves, denoted demarcating curves. In a nutshell, demarcating curves are the loci of the "strongest" inflections on the...

Section: Shape modelling

Continuous model synthesis
Paul Merrell, Dinesh Manocha
Article No.: 158
DOI: 10.1145/1409060.1409111

We present a novel method for procedurally modeling large complex shapes. Our approach is general-purpose and takes as input any 3D polyhedral model provided by a user. The algorithm exploits the connectivity between the adjacent boundary features...

Interactive 3D architectural modeling from unordered photo collections
Sudipta N. Sinha, Drew Steedly, Richard Szeliski, Maneesh Agrawala, Marc Pollefeys
Article No.: 159
DOI: 10.1145/1409060.1409112

We present an interactive system for generating photorealistic, textured, piecewise-planar 3D models of architectural structures and urban scenes from unordered sets of photographs. To reconstruct 3D geometry in our system, the user draws outlines...

Interactive example-based urban layout synthesis
Daniel G. Aliaga, Carlos A. Vanegas, Bedrich Benes
Article No.: 160
DOI: 10.1145/1409060.1409113

We present an interactive system for synthesizing urban layouts by example. Our method simultaneously performs both a structure-based synthesis and an image-based synthesis to generate a complete urban layout with a plausible street network and...

Image-based façade modeling
Jianxiong Xiao, Tian Fang, Ping Tan, Peng Zhao, Eyal Ofek, Long Quan
Article No.: 161
DOI: 10.1145/1409060.1409114

We propose in this paper a semi-automatic image-based approach to façade modeling that uses images captured along streets and relies on structure from motion to recover camera positions and point clouds automatically as the initial stage...

Section: Shape modelling

Magnets in motion
Bernhard Thomaszewski, Andreas Gumann, Simon Pabst, Wolfgang Straßer
Article No.: 162
DOI: 10.1145/1409060.1409115

We introduce magnetic interaction for rigid body simulation. Our approach is based on an equivalent dipole method and as such it is discrete from the ground up. Our approach is symmetric as we base both field and force computations on dipole...

Real-time control of physically based simulations using gentle forces
Jernej Barbič, Jovan Popović
Article No.: 163
DOI: 10.1145/1409060.1409116

Recent advances have brought real-time physically based simulation within reach, but simulations are still difficult to control in real time. We present interactive simulations of passive systems such as deformable solids or fluids that are not...

Staggered projections for frictional contact in multibody systems
Danny M. Kaufman, Shinjiro Sueda, Doug L. James, Dinesh K. Pai
Article No.: 164
DOI: 10.1145/1409060.1409117

We present a new discrete velocity-level formulation of frictional contact dynamics that reduces to a pair of coupled projections and introduce a simple fixed-point property of this coupled system. This allows us to construct a novel algorithm for...

Optimizing cubature for efficient integration of subspace deformations
Steven S. An, Theodore Kim, Doug L. James
Article No.: 165
DOI: 10.1145/1409060.1409118

We propose an efficient scheme for evaluating nonlinear subspace forces (and Jacobians) associated with subspace deformations. The core problem we address is efficient integration of the subspace force density over the 3D spatial domain. Similar...

Fast animation of turbulence using energy transport and procedural synthesis
Rahul Narain, Jason Sewall, Mark Carlson, Ming C. Lin
Article No.: 166
DOI: 10.1145/1409060.1409119

We present a novel technique for the animation of turbulent fluids by coupling a procedural turbulence model with a numerical fluid solver to introduce subgrid-scale flow detail. From the large-scale flow simulated by the solver, we model the...