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One way that artists create compelling character animations is by manipulating details of a character's motion. This process is expensive and repetitive. We show that we can make such motion editing more efficient by generalizing the edits an...
A variational approach for automatic generation of panoramic maps
Patrick Degener, Reinhard Klein
Article No.: 2
Panoramic maps combine the advantages of both ordinary geographic maps and terrestrial images. While inheriting the familiar perspective of terrestrial images, they provide a good overview and avoid occlusion of important geographical features....
In this article we propose a new framework for capturing light transport data of a real scene, based on the recently developed theory of compressive sensing. Compressive sensing offers a solid mathematical framework to infer a sparse signal from a...
We introduce GRAMPS, a programming model that generalizes concepts from modern real-time graphics pipelines by exposing a model of execution containing both fixed-function and application-programmable processing stages that exchange data via...
A tool to create illuminant and reflectance spectra for light-driven graphics and visualization
Steven Bergner, Mark S. Drew, Torsten Möller
Article No.: 5
Full spectra allow the generation of a physically correct rendering of a scene under different lighting conditions. In this article we devise a tool to augment a palette of given lights and material reflectances with constructed spectra, yielding...
Fitting solid meshes to animated surfaces using linear elasticity
Jaeil Choi, Andrzej Szymczak
Article No.: 6
Computing correspondence between time frames of a time-dependent 3D surface is essential for the understanding of its motion and deformation. In particular, it can be a useful tool in compression, editing, texturing, or analysis of the physical or...
Participating media illumination using light propagation maps
Article No.: 7
Light traveling through semi-transparent media such as smoke and marble is absorbed and scattered. To achieve proper realistic visualizations of such media, illumination algorithms must account for these events. In this article, we present a new...
An edge-based computationally efficient formulation of Saint Venant-Kirchhoff tetrahedral finite elements
Ryo Kikuuwe, Hiroaki Tabuchi, Motoji Yamamoto
Article No.: 8
This article describes a computationally efficient formulation and an algorithm for tetrahedral finite-element simulation of elastic objects subject to Saint Venant-Kirchhoff (StVK) material law. The number of floating point operations required by...
Supersampling is widely used by graphics hardware to render anti-aliased images. In conventional supersampling, multiple scene samples are computationally combined to produce a single screen pixel. We consider a novel imaging paradigm that we call...
We present a physics-based approach to synthesizing motion of a virtual character in a dynamically varying environment. Our approach views the motion of a responsive virtual character as a sequence of solutions to the constrained optimization...
Data-driven curvature for real-time line drawing of dynamic scenes
Evangelos Kalogerakis, Derek Nowrouzezahrai, Patricio Simari, James Mccrae, Aaron Hertzmann, Karan Singh
Article No.: 11
This article presents a method for real-time line drawing of deforming objects. Object-space line drawing algorithms for many types of curves, including suggestive contours, highlights, ridges, and valleys, rely on surface curvature and curvature...