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SIGGRAPH '09: ACM SIGGRAPH 2009 papers

Section: Fast image processing and retargeting

Gaussian KD-trees for fast high-dimensional filtering
Andrew Adams, Natasha Gelfand, Jennifer Dolson, Marc Levoy
Article No.: 21
DOI: 10.1145/1531326.1531327

We propose a method for accelerating a broad class of non-linear filters that includes the bilateral, non-local means, and other related filters. These filters can all be expressed in a similar way: First, assign each value to be filtered a...

Edge-avoiding wavelets and their applications
Raanan Fattal
Article No.: 22
DOI: 10.1145/1531326.1531328

We propose a new family of second-generation wavelets constructed using a robust data-prediction lifting scheme. The support of these new wavelets is constructed based on the edge content of the image and avoids having pixels from both sides of an...

Multi-operator media retargeting
Michael Rubinstein, Ariel Shamir, Shai Avidan
Article No.: 23
DOI: 10.1145/1531326.1531329

Content aware resizing gained popularity lately and users can now choose from a battery of methods to retarget their media. However, no single retargeting operator performs well on all images and all target sizes. In a user study we conducted, we...

PatchMatch: a randomized correspondence algorithm for structural image editing
Connelly Barnes, Eli Shechtman, Adam Finkelstein, Dan B Goldman
Article No.: 24
DOI: 10.1145/1531326.1531330

This paper presents interactive image editing tools using a new randomized algorithm for quickly finding approximate nearest-neighbor matches between image patches. Previous research in graphics and vision has leveraged such nearest-neighbor...

Section: Fast image processing and retargeting

Light warping for enhanced surface depiction
Romain Vergne, Romain Pacanowski, Pascal Barla, Xavier Granier, Christophe Schlick
Article No.: 25
DOI: 10.1145/1531326.1531331

Recent research on the human visual system shows that our perception of object shape relies in part on compression and stretching of the reflected lighting environment onto its surface. We use this property to enhance the shape depiction of 3D...

Toward evaluating lighting design interface paradigms for novice users
William B. Kerr, Fabio Pellacini
Article No.: 26
DOI: 10.1145/1531326.1531332

Lighting design is a complex but fundamental task in computer cinematography, involving the adjustment of light parameters to define final scene appearance. Many user interfaces have been proposed to simplify lighting design. They can be generally...

Modeling human color perception under extended luminance levels
Min H. Kim, Tim Weyrich, Jan Kautz
Article No.: 27
DOI: 10.1145/1531326.1531333

Display technology is advancing quickly with peak luminance increasing significantly, enabling high-dynamic-range displays. However, perceptual color appearance under extended luminance levels has not been studied, mainly due to the unavailability...

How well do line drawings depict shape?
Forrester Cole, Kevin Sanik, Doug DeCarlo, Adam Finkelstein, Thomas Funkhouser, Szymon Rusinkiewicz, Manish Singh
Article No.: 28
DOI: 10.1145/1531326.1531334

This paper investigates the ability of sparse line drawings to depict 3D shape. We perform a study in which people are shown an image of one of twelve 3D objects depicted with one of six styles and asked to orient a gauge to coincide with the...

Section: Fast image processing and retargeting

Kernel Nyström method for light transport
Jiaping Wang, Yue Dong, Xin Tong, Zhouchen Lin, Baining Guo
Article No.: 29
DOI: 10.1145/1531326.1531335

We propose a kernel Nyström method for reconstructing the light transport matrix from a relatively small number of acquired images. Our work is based on the generalized Nyström method for low rank matrices. We introduce the light...

An empirical BSSRDF model
Craig Donner, Jason Lawrence, Ravi Ramamoorthi, Toshiya Hachisuka, Henrik Wann Jensen, Shree Nayar
Article No.: 30
DOI: 10.1145/1531326.1531336

We present a new model of the homogeneous BSSRDF based on large-scale simulations. Our model captures the appearance of materials that are not accurately represented using existing single scattering models or multiple isotropic scattering models...

SubEdit: a representation for editing measured heterogeneous subsurface scattering
Ying Song, Xin Tong, Fabio Pellacini, Pieter Peers
Article No.: 31
DOI: 10.1145/1531326.1531337

In this paper we present SubEdit, a representation for editing the BSSRDF of heterogeneous subsurface scattering acquired from real-world samples. Directly editing measured raw data is difficult due to the non-local impact of heterogeneous...

Fabricating microgeometry for custom surface reflectance
Tim Weyrich, Pieter Peers, Wojciech Matusik, Szymon Rusinkiewicz
Article No.: 32
DOI: 10.1145/1531326.1531338

We propose a system for manufacturing physical surfaces that, in aggregate, exhibit a desired surface appearance. Our system begins with a user specification of a BRDF, or simply a highlight shape, and infers the required distribution of surface...

Section: Fast image processing and retargeting

iWIRES: an analyze-and-edit approach to shape manipulation
Ran Gal, Olga Sorkine, Niloy J. Mitra, Daniel Cohen-Or
Article No.: 33
DOI: 10.1145/1531326.1531339

Man-made objects are largely dominated by a few typical features that carry special characteristics and engineered meanings. State-of-the-art deformation tools fall short at preserving such characteristic features and global structure. We...

Variational harmonic maps for space deformation
Mirela Ben-Chen, Ofir Weber, Craig Gotsman
Article No.: 34
DOI: 10.1145/1531326.1531340

A space deformation is a mapping from a source region to a target region within Euclidean space, which best satisfies some userspecified constraints. It can be used to deform shapes embedded in the ambient space and represented in various forms --...

Joint-aware manipulation of deformable models
Weiwei Xu, Jun Wang, KangKang Yin, Kun Zhou, Michiel van de Panne, Falai Chen, Baining Guo
Article No.: 35
DOI: 10.1145/1531326.1531341

Complex mesh models of man-made objects often consist of multiple components connected by various types of joints. We propose a joint-aware deformation framework that supports the direct manipulation of an arbitrary mix of rigid and deformable...

Semantic deformation transfer
Ilya Baran, Daniel Vlasic, Eitan Grinspun, Jovan Popović
Article No.: 36
DOI: 10.1145/1531326.1531342

Transferring existing mesh deformation from one character to another is a simple way to accelerate the laborious process of mesh animation. In many cases, it is useful to preserve the semantic characteristics of the motion instead of its literal...

Section: Fast image processing and retargeting

Harmonic fluids
Changxi Zheng, Doug L. James
Article No.: 37
DOI: 10.1145/1531326.1531343

Fluid sounds, such as splashing and pouring, are ubiquitous and familiar but we lack physically based algorithms to synthesize them in computer animation or interactive virtual environments. We propose a practical method for automatic procedural...

Energy-preserving integrators for fluid animation
Patrick Mullen, Keenan Crane, Dmitry Pavlov, Yiying Tong, Mathieu Desbrun
Article No.: 38
DOI: 10.1145/1531326.1531344

Numerical viscosity has long been a problem in fluid animation. Existing methods suffer from intrinsic artificial dissipation and often apply complicated computational mechanisms to combat such effects. Consequently, dissipative behavior cannot be...

Modular bases for fluid dynamics
Martin Wicke, Matt Stanton, Adrien Treuille
Article No.: 39
DOI: 10.1145/1531326.1531345

We present a new approach to fluid simulation that balances the speed of model reduction with the flexibility of grid-based methods. We construct a set of composable reduced models, or tiles, which capture spatially localized fluid...

Predictive-corrective incompressible SPH
B. Solenthaler, R. Pajarola
Article No.: 40
DOI: 10.1145/1531326.1531346

We present a novel, incompressible fluid simulation method based on the Lagrangian Smoothed Particle Hydrodynamics (SPH) model. In our method, incompressibility is enforced by using a prediction-correction scheme to determine the particle...

Directable, high-resolution simulation of fire on the GPU
Christopher Horvath, Willi Geiger
Article No.: 41
DOI: 10.1145/1531326.1531347

The simulation of believable, photorealistic fire is difficult because fire is highly detailed, fast-moving, and turbulent. Traditional gridbased simulation models require large grids and long simulation times to capture even the coarsest levels...

Section: Fast image processing and retargeting

Moving gradients: a path-based method for plausible image interpolation
Dhruv Mahajan, Fu-Chung Huang, Wojciech Matusik, Ravi Ramamoorthi, Peter Belhumeur
Article No.: 42
DOI: 10.1145/1531326.1531348

We describe a method for plausible interpolation of images, with a wide range of applications like temporal up-sampling for smooth playback of lower frame rate video, smooth view interpolation, and animation of still images. The method is based on...

Optimizing content-preserving projections for wide-angle images
Robert Carroll, Maneesh Agrawal, Aseem Agarwala
Article No.: 43
DOI: 10.1145/1531326.1531349

Any projection of a 3D scene into a wide-angle image unavoidably results in distortion. Current projection methods either bend straight lines in the scene, or locally distort the shapes of scene objects. We present a method that minimizes this...

Content-preserving warps for 3D video stabilization
Feng Liu, Michael Gleicher, Hailin Jin, Aseem Agarwala
Article No.: 44
DOI: 10.1145/1531326.1531350

We describe a technique that transforms a video from a hand-held video camera so that it appears as if it were taken with a directed camera motion. Our method adjusts the video to appear as if it were taken from nearby viewpoints, allowing 3D...

FlexiStickers: photogrammetric texture mapping using casual images
Yochay Tzur, Ayellet Tal
Article No.: 45
DOI: 10.1145/1531326.1531351

Texturing 3D models using casual images has gained importance in the last decade, with the advent of huge databases of images. We present a novel approach for performing this task, which manages to account for the 3D geometry of the photographed...

Section: Fast image processing and retargeting

NURBS with extraordinary points: high-degree, non-uniform, rational subdivision schemes
Thomas J. Cashman, Ursula H. Augsdörfer, Neil A. Dodgson, Malcolm A. Sabin
Article No.: 46
DOI: 10.1145/1531326.1531352

We present a subdivision framework that adds extraordinary vertices to NURBS of arbitrarily high degree. The surfaces can represent any odd degree NURBS patch exactly. Our rules handle non-uniform knot vectors, and are not restricted to midpoint...

Direct trimming of NURBS surfaces on the GPU
Andre Schollmeyer, Bernd Fröhlich
Article No.: 47
DOI: 10.1145/1531326.1531353

This paper presents a highly efficient direct trimming technique for NURBS surfaces, which is applicable to tessellation-based rendering as well as ray tracing systems. The central idea is to split the trim curves into monotonic segments with...

Bi-3 C2 polar subdivision
Ashish Myles, Jörg Peters
Article No.: 48
DOI: 10.1145/1531326.1531354

Popular subdivision algorithms like Catmull-Clark and Loop are C2 almost everywhere, but suffer from shape artifacts and reduced smoothness exactly near the so-called "extraordinary vertices" that motivate their use. Subdivision...

Symmetric tiling of closed surfaces: visualization of regular maps
Jarke J. van Wijk
Article No.: 49
DOI: 10.1145/1531326.1531355

A regular map is a tiling of a closed surface into faces, bounded by edges that join pairs of vertices, such that these elements exhibit a maximal symmetry. For genus 0 and 1 (spheres and tori) it is well known how to generate and present regular...

Section: Fast image processing and retargeting

Enrichment textures for detailed cutting of shells
Peter Kaufmann, Sebastian Martin, Mario Botsch, Eitan Grinspun, Markus Gross
Article No.: 50
DOI: 10.1145/1531326.1531356

We present a method for simulating highly detailed cutting and fracturing of thin shells using low-resolution simulation meshes. Instead of refining or remeshing the underlying simulation domain to resolve complex cut paths, we adapt the extended...

Numerical coarsening of inhomogeneous elastic materials
Lily Kharevych, Patrick Mullen, Houman Owhadi, Mathieu Desbrun
Article No.: 51
DOI: 10.1145/1531326.1531357

We propose an approach for efficiently simulating elastic objects made of non-homogeneous, non-isotropic materials. Based on recent developments in homogenization theory, a methodology is introduced to approximate a deformable object made of...

Preserving topology and elasticity for embedded deformable models
Matthieu Nesme, Paul G. Kry, Lenka Jeřábková, François Faure
Article No.: 52
DOI: 10.1145/1531326.1531358

In this paper we introduce a new approach for the embedding of linear elastic deformable models. Our technique results in significant improvements in the efficient physically based simulation of highly detailed objects. First, our embedding takes...

Deformable object animation using reduced optimal control
Jernej Barbič, Marco da Silva, Jovan Popović
Article No.: 53
DOI: 10.1145/1531326.1531359

Keyframe animation is a common technique to generate animations of deformable characters and other soft bodies. With spline interpolation, however, it can be difficult to achieve secondary motion effects such as plausible dynamics when there are...

Section: Fast image processing and retargeting

Procedural noise using sparse Gabor convolution
Ares Lagae, Sylvain Lefebvre, George Drettakis, Philip Dutré
Article No.: 54
DOI: 10.1145/1531326.1531360

Noise is an essential tool for texturing and modeling. Designing interesting textures with noise calls for accurate spectral control, since noise is best described in terms of spectral content. Texturing requires that noise can be easily mapped to...

Eye-catching crowds: saliency based selective variation
Rachel McDonnell, Michéal Larkin, Benjamín Hernández, Isaac Rudomin, Carol O'Sullivan
Article No.: 55
DOI: 10.1145/1531326.1531361

Populated virtual environments need to be simulated with as much variety as possible. By identifying the most salient parts of the scene and characters, available resources can be concentrated where they are needed most. In this paper, we...

Example-based hair geometry synthesis
Lvdi Wang, Yizhou Yu, Kun Zhou, Baining Guo
Article No.: 56
DOI: 10.1145/1531326.1531362

We present an example-based approach to hair modeling because creating hairstyles either manually or through image-based acquisition is a costly and time-consuming process. We introduce a hierarchical hair synthesis framework that views a...

Visio-lization: generating novel facial images
Umar Mohammed, Simon J. D. Prince, Jan Kautz
Article No.: 57
DOI: 10.1145/1531326.1531363

Our goal is to generate novel realistic images of faces using a model trained from real examples. This model consists of two components: First we consider face images as samples from a texture with spatially varying statistics and describe this...

Self-organizing tree models for image synthesis
Wojciech Palubicki, Kipp Horel, Steven Longay, Adam Runions, Brendan Lane, Radomír Měch, Przemyslaw Prusinkiewicz
Article No.: 58
DOI: 10.1145/1531326.1531364

We present a method for generating realistic models of temperate-climate trees and shrubs. This method is based on the biological hypothesis that the form of a developing tree emerges from a self-organizing process dominated by the competition of...

Section: Fast image processing and retargeting

Dextrous manipulation from a grasping pose
C. Karen Liu
Article No.: 59
DOI: 10.1145/1531326.1531365

This paper introduces an optimization-based approach to synthesizing hand manipulations from a starting grasping pose. We describe an automatic method that takes as input an initial grasping pose and partial object trajectory, and produces as...

Optimal gait and form for animal locomotion
Kevin Wampler, Zoran Popović
Article No.: 60
DOI: 10.1145/1531326.1531366

We present a fully automatic method for generating gaits and morphologies for legged animal locomotion. Given a specific animal's shape we can determine an efficient gait with which it can move. Similarly, we can also adapt the animal's morphology...

Performance-based control interface for character animation
Satoru Ishigaki, Timothy White, Victor B. Zordan, C. Karen Liu
Article No.: 61
DOI: 10.1145/1531326.1531367

Most game interfaces today are largely symbolic, translating simplified input such as keystrokes into the choreography of full-body character movement. In this paper, we describe a system that directly uses human motion performance to provide a...

Detail preserving continuum simulation of straight hair
Aleka McAdams, Andrew Selle, Kelly Ward, Eftychios Sifakis, Joseph Teran
Article No.: 62
DOI: 10.1145/1531326.1531368

Hair simulation remains one of the most challenging aspects of creating virtual characters. Most research focuses on handling the massive geometric complexity of hundreds of thousands of interacting hairs. This is accomplished either by using...

Section: Fast image processing and retargeting

Real-time hand-tracking with a color glove
Robert Y. Wang, Jovan Popović
Article No.: 63
DOI: 10.1145/1531326.1531369

Articulated hand-tracking systems have been widely used in virtual reality but are rarely deployed in consumer applications due to their price and complexity. In this paper, we propose an easy-to-use and inexpensive system that facilitates 3-D...

Achieving eye contact in a one-to-many 3D video teleconferencing system
Andrew Jones, Magnus Lang, Graham Fyffe, Xueming Yu, Jay Busch, Ian McDowall, Mark Bolas, Paul Debevec
Article No.: 64
DOI: 10.1145/1531326.1531370

We present a set of algorithms and an associated display system capable of producing correctly rendered eye contact between a three-dimensionally transmitted remote participant and a group of observers in a 3D teleconferencing system. The...

The UnMousePad: an interpolating multi-touch force-sensing input pad
Ilya Rosenberg, Ken Perlin
Article No.: 65
DOI: 10.1145/1531326.1531371

Recently, there has been great interest in multi-touch interfaces. Such devices have taken the form of camera-based systems such as Microsoft Surface [de los Reyes et al. 2007] and Perceptive Pixel's FTIR Display [Han 2005] as well as hand-held...

Generating photo manipulation tutorials by demonstration
Floraine Grabler, Maneesh Agrawala, Wilmot Li, Mira Dontcheva, Takeo Igarashi
Article No.: 66
DOI: 10.1145/1531326.1531372

We present a demonstration-based system for automatically generating succinct step-by-step visual tutorials of photo manipulations. An author first demonstrates the manipulation using an instrumented version of GIMP that records all changes in...

Section: Fast image processing and retargeting

Coordinates for instant image cloning
Zeev Farbman, Gil Hoffer, Yaron Lipman, Daniel Cohen-Or, Dani Lischinski
Article No.: 67
DOI: 10.1145/1531326.1531373

Seamless cloning of a source image patch into a target image is an important and useful image editing operation, which has received considerable research attention in recent years. This operation is typically carried out by solving a Poisson...

SkyFinder: attribute-based sky image search
Litian Tao, Lu Yuan, Jian Sun
Article No.: 68
DOI: 10.1145/1531326.1531374

In this paper, we present SkyFinder, an interactive search system of over a half million sky images downloaded from the Internet. Using a set of automatically extracted, semantic sky attributes (category, layout, richness, horizon, etc.),...

Paint selection
Jiangyu Liu, Jian Sun, Heung-Yeung Shum
Article No.: 69
DOI: 10.1145/1531326.1531375

In this paper, we present Paint Selection, a progressive painting-based tool for local selection in images. Paint Selection facilitates users to progressively make a selection by roughly painting the object of interest using a brush. More...

Video SnapCut: robust video object cutout using localized classifiers
Xue Bai, Jue Wang, David Simons, Guillermo Sapiro
Article No.: 70
DOI: 10.1145/1531326.1531376

Although tremendous success has been achieved for interactive object cutout in still images, accurately extracting dynamic objects in video remains a very challenging problem. Previous video cutout systems present two major limitations: (1)...

Section: Fast image processing and retargeting

Curve skeleton extraction from incomplete point cloud
Andrea Tagliasacchi, Hao Zhang, Daniel Cohen-Or
Article No.: 71
DOI: 10.1145/1531326.1531377

We present an algorithm for curve skeleton extraction from imperfect point clouds where large portions of the data may be missing. Our construction is primarily based on a novel notion of generalized rotational symmetry axis (ROSA) of an...

Möbius voting for surface correspondence
Yaron Lipman, Thomas Funkhouser
Article No.: 72
DOI: 10.1145/1531326.1531378

The goal of our work is to develop an efficient, automatic algorithm for discovering point correspondences between surfaces that are approximately and/or partially isometric.

Our approach is based on three observations. First, isometries...

A benchmark for 3D mesh segmentation
Xiaobai Chen, Aleksey Golovinskiy, Thomas Funkhouser
Article No.: 73
DOI: 10.1145/1531326.1531379

This paper describes a benchmark for evaluation of 3D mesh segmentation salgorithms. The benchmark comprises a data set with 4,300 manually generated segmentations for 380 surface meshes of 19 different object categories, and it includes software...

Interactive Hausdorff distance computation for general polygonal models
Min Tang, Minkyoung Lee, Young J. Kim
Article No.: 74
DOI: 10.1145/1531326.1531380

We present a simple algorithm to compute the Hausdorff distance between complicated, polygonal models at interactive rates. The algorithm requires no assumptions about the underlying topology and geometry. To avoid the high computational and...

Section: Fast image processing and retargeting

Interleaving Delaunay refinement and optimization for practical isotropic tetrahedron mesh generation
Jane Tournois, Camille Wormser, Pierre Alliez, Mathieu Desbrun
Article No.: 75
DOI: 10.1145/1531326.1531381

We present a practical approach to isotropic tetrahedral meshing of 3D domains bounded by piecewise smooth surfaces. Building upon recent theoretical and practical advances, our algorithm interleaves Delaunay refinement and mesh optimization to...

Deforming meshes that split and merge
Chris Wojtan, Nils Thürey, Markus Gross, Greg Turk
Article No.: 76
DOI: 10.1145/1531326.1531382

We present a method for accurately tracking the moving surface of deformable materials in a manner that gracefully handles topological changes. We employ a Lagrangian surface tracking method, and we use a triangle mesh for our surface...

Mixed-integer quadrangulation
David Bommes, Henrik Zimmer, Leif Kobbelt
Article No.: 77
DOI: 10.1145/1531326.1531383

We present a novel method for quadrangulating a given triangle mesh. After constructing an as smooth as possible symmetric cross field satisfying a sparse set of directional constraints (to capture the geometric structure of the surface), the mesh...

Cyclic plain-weaving on polygonal mesh surfaces with graph rotation systems
Ergun Akleman, Jianer Chen, Qing Xing, Jonathan L. Gross
Article No.: 78
DOI: 10.1145/1531326.1531384

In this paper, we show how to create plain-weaving over an arbitrary surface. To create a plain-weaving on a surface, we need to create cycles that cross other cycles (or themselves) by alternatingly going over and under. We use the fact that it...

Section: Fast image processing and retargeting

Synchronized multi-character motion editing
Manmyung Kim, Kyunglyul Hyun, Jongmin Kim, Jehee Lee
Article No.: 79
DOI: 10.1145/1531326.1531385

The ability to interactively edit human motion data is essential for character animation. We present a novel motion editing technique that allows the user to manipulate synchronized multiple character motions interactively. Our Laplacian motion...

Momentum control for balance
Adriano Macchietto, Victor Zordan, Christian R. Shelton
Article No.: 80
DOI: 10.1145/1531326.1531386

We demonstrate a real-time simulation system capable of automatically balancing a standing character, while at the same time tracking a reference motion and responding to external perturbations. The system is general to non-human morphologies and...

Contact-aware nonlinear control of dynamic characters
Uldarico Muico, Yongjoon Lee, Jovan Popović, Zoran Popović
Article No.: 81
DOI: 10.1145/1531326.1531387

Dynamically simulated characters are difficult to control because they are underactuated---they have no direct control over their global position and orientation. In order to succeed, control policies must look ahead to determine stabilizing...

Linear Bellman combination for control of character animation
Marco da Silva, Frédo Durand, Jovan Popović
Article No.: 82
DOI: 10.1145/1531326.1531388

Controllers are necessary for physically-based synthesis of character animation. However, creating controllers requires either manual tuning or expensive computer optimization. We introduce linear Bellman combination as a method for reusing...

Section: Fast image processing and retargeting

A visibility algorithm for converting 3D meshes into editable 2D vector graphics
Elmar Eisemann, Sylvain Paris, Frédo Durand
Article No.: 83
DOI: 10.1145/1531326.1531389

Artists often need to import and embellish 3D models coming from CAD-CAM into 2D vector graphics software to produce, e.g., brochures or manuals. Current automatic solutions tend to result, at best, in a 2D triangle soup and artists often have to...

Local layering
James McCann, Nancy Pollard
Article No.: 84
DOI: 10.1145/1531326.1531390

In a conventional 2d painting or compositing program, graphical objects are stacked in a user-specified global order, as if each were printed on an image-sized sheet of transparent film. In this paper we show how to relax this restriction so that...

Automatic and topology-preserving gradient mesh generation for image vectorization
Yu-Kun Lai, Shi-Min Hu, Ralph R. Martin
Article No.: 85
DOI: 10.1145/1531326.1531391

Gradient mesh vector graphics representation, used in commercial software, is a regular grid with specified position and color, and their gradients, at each grid point. Gradient meshes can compactly represent smoothly changing data, and are...

Capacity-constrained point distributions: a variant of Lloyd's method
Michael Balzer, Thomas Schlömer, Oliver Deussen
Article No.: 86
DOI: 10.1145/1531326.1531392

We present a new general-purpose method for optimizing existing point sets. The resulting distributions possess high-quality blue noise characteristics and adapt precisely to given density functions. Our method is similar to the commonly used...

Section: Fast image processing and retargeting

Asynchronous contact mechanics
David Harmon, Etienne Vouga, Breannan Smith, Rasmus Tamstorf, Eitan Grinspun
Article No.: 87
DOI: 10.1145/1531326.1531393

We develop a method for reliable simulation of elastica in complex contact scenarios. Our focus is on firmly establishing three parameter-independent guarantees: that simulations of well-posed problems (a) have no interpenetrations, (b) obey...

Interactive simulation of surgical needle insertion and steering
Nuttapong Chentanez, Ron Alterovitz, Daniel Ritchie, Lita Cho, Kris K. Hauser, Ken Goldberg, Jonathan R. Shewchuk, James F. O'Brien
Article No.: 88
DOI: 10.1145/1531326.1531394

We present algorithms for simulating and visualizing the insertion and steering of needles through deformable tissues for surgical training and planning. Needle insertion is an essential component of many clinical procedures such as biopsies,...

Capture and modeling of non-linear heterogeneous soft tissue
Bernd Bickel, Moritz Bächer, Miguel A. Otaduy, Wojciech Matusik, Hanspeter Pfister, Markus Gross
Article No.: 89
DOI: 10.1145/1531326.1531395

This paper introduces a data-driven representation and modeling technique for simulating non-linear heterogeneous soft tissue. It simplifies the construction of convincing deformable models by avoiding complex selection and tuning of physical...

Physically guided liquid surface modeling from videos
Huamin Wang, Miao Liao, Qing Zhang, Ruigang Yang, Greg Turk
Article No.: 90
DOI: 10.1145/1531326.1531396

We present an image-based reconstruction framework to model real water scenes captured by stereoscopic video. In contrast to many image-based modeling techniques that rely on user interaction to obtain high-quality 3D models, we instead apply...

Section: Fast image processing and retargeting

An efficient GPU-based approach for interactive global illumination
Rui Wang, Rui Wang, Kun Zhou, Minghao Pan, Hujun Bao
Article No.: 91
DOI: 10.1145/1531326.1531397

This paper presents a GPU-based method for interactive global illumination that integrates complex effects such as multi-bounce indirect lighting, glossy reflections, caustics, and arbitrary specular paths. Our method builds upon scattered data...

Single scattering in refractive media with triangle mesh boundaries
Bruce Walter, Shuang Zhao, Nicolas Holzschuch, Kavita Bala
Article No.: 92
DOI: 10.1145/1531326.1531398

Light scattering in refractive media is an important optical phenomenon for computer graphics. While recent research has focused on multiple scattering, there has been less work on accurate solutions for single or low-order scattering. Refraction...

Frequency analysis and sheared reconstruction for rendering motion blur
Kevin Egan, Yu-Ting Tseng, Nicolas Holzschuch, Frédo Durand, Ravi Ramamoorthi
Article No.: 93
DOI: 10.1145/1531326.1531399

Motion blur is crucial for high-quality rendering, but is also very expensive. Our first contribution is a frequency analysis of motion-blurred scenes, including moving objects, specular reflections, and shadows. We show that motion induces a...

Adaptive global visibility sampling
Jiří Bittner, Oliver Mattausch, Peter Wonka, Vlastimil Havran, Michael Wimmer
Article No.: 94
DOI: 10.1145/1531326.1531400

In this paper we propose a global visibility algorithm which computes from-region visibility for all view cells simultaneously in a progressive manner. We cast rays to sample visibility interactions and use the information carried by a ray for all...

Section: Fast image processing and retargeting

Invertible motion blur in video
Amit Agrawal, Yi Xu, Ramesh Raskar
Article No.: 95
DOI: 10.1145/1531326.1531401

We show that motion blur in successive video frames is invertible even if the point-spread function (PSF) due to motion smear in a single photo is non-invertible. Blurred photos exhibit nulls (zeros) in the frequency transform of the PSF, leading...

Dark flash photography
Dilip Krishnan, Rob Fergus
Article No.: 96
DOI: 10.1145/1531326.1531402

Camera flashes produce intrusive bursts of light that disturb or dazzle. We present a prototype camera and flash that uses infra-red and ultra-violet light mostly outside the visible range to capture pictures in low-light conditions. This "dark"...

4D frequency analysis of computational cameras for depth of field extension
Anat Levin, Samuel W. Hasinoff, Paul Green, Frédo Durand, William T. Freeman
Article No.: 97
DOI: 10.1145/1531326.1531403

Depth of field (DOF), the range of scene depths that appear sharp in a photograph, poses a fundamental tradeoff in photography---wide apertures are important to reduce imaging noise, but they also increase defocus blur. Recent advances in...

Bokode: imperceptible visual tags for camera based interaction from a distance
Ankit Mohan, Grace Woo, Shinsaku Hiura, Quinn Smithwick, Ramesh Raskar
Article No.: 98
DOI: 10.1145/1531326.1531404

We show a new camera based interaction solution where an ordinary camera can detect small optical tags from a relatively large distance. Current optical tags, such as barcodes, must be read within a short range and the codes occupy valuable...