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SIGGRAPH Asia '09: ACM SIGGRAPH Asia 2009 papers



Section: Texturing

Layered shape synthesis: automatic generation of control maps for non-stationary textures
Amir Rosenberger, Daniel Cohen-Or, Dani Lischinski
Article No.: 107
DOI: 10.1145/1618452.1618453

Many inhomogeneous real-world textures are non-stationary and exhibit various large scale patterns that are easily perceived by a human observer. Such textures violate the assumptions underlying most state-of-the-art example-based synthesis...

Feature-aligned shape texturing
Kai Xu, Daniel Cohen-Or, Tao Ju, Ligang Liu, Hao Zhang, Shizhe Zhou, Yueshan Xiong
Article No.: 108
DOI: 10.1145/1618452.1618454

The essence of a 3D shape can often be well captured by its salient feature curves. In this paper, we explore the use of salient curves in synthesizing intuitive, shape-revealing textures on surfaces. Our texture synthesis is guided by two...

Continuity mapping for multi-chart textures
Francisco González, Gustavo Patow
Article No.: 109
DOI: 10.1145/1618452.1618455

It is well known that multi-chart parameterizations introduce seams over meshes, causing serious problems for applications like texture filtering, relief mapping and simulations in the texture domain. Here we present two techniques, collectively...

Motion field texture synthesis
Chongyang Ma, Li-Yi Wei, Baining Guo, Kun Zhou
Article No.: 110
DOI: 10.1145/1618452.1618456

A variety of animation effects such as herds and fluids contain detailed motion fields characterized by repetitive structures. Such detailed motion fields are often visually important, but tedious to specify manually or expensive to simulate...

Section: Texturing

Interactive design of urban spaces using geometrical and behavioral modeling
Carlos A. Vanegas, Daniel G. Aliaga, Bedrich Benes, Paul A. Waddell
Article No.: 111
DOI: 10.1145/1618452.1618457

The main contribution of our work is in closing the loop between behavioral and geometrical modeling of cities. Editing of urban design variables is performed intuitively and visually using a graphical user interface. Any design variable can be...

Procedural modeling of structurally-sound masonry buildings
Emily Whiting, John Ochsendorf, Frédo Durand
Article No.: 112
DOI: 10.1145/1618452.1618458

We introduce structural feasibility into procedural modeling of buildings. This allows for more realistic structural models that can be interacted with in physical simulations. While existing structural analysis tools focus heavily on providing an...

Symmetric architecture modeling with a single image
Nianjuan Jiang, Ping Tan, Loong-Fah Cheong
Article No.: 113
DOI: 10.1145/1618452.1618459

We present a method to recover a 3D texture-mapped architecture model from a single image. Both single image based modeling and architecture modeling are challenging problems. We handle these difficulties by employing constraints derived from...

Image-based street-side city modeling
Jianxiong Xiao, Tian Fang, Peng Zhao, Maxime Lhuillier, Long Quan
Article No.: 114
DOI: 10.1145/1618452.1618460

We propose an automatic approach to generate street-side 3D photo-realistic models from images captured along the streets at ground level. We first develop a multi-view semantic segmentation method that recognizes and segments each image at pixel...

Section: Texturing

Patch-based image vectorization with automatic curvilinear feature alignment
Tian Xia, Binbin Liao, Yizhou Yu
Article No.: 115
DOI: 10.1145/1618452.1618461

Raster image vectorization is increasingly important since vector-based graphical contents have been adopted in personal computers and on the Internet. In this paper, we introduce an effective vector-based representation and its associated...

A GPU Laplacian solver for diffusion curves and Poisson image editing
Stefan Jeschke, David Cline, Peter Wonka
Article No.: 116
DOI: 10.1145/1618452.1618462

We present a new Laplacian solver for minimal surfaces---surfaces having a mean curvature of zero everywhere except at some fixed (Dirichlet) boundary conditions. Our solution has two main contributions: First, we provide a robust...

Rendering surface details with diffusion curves
Stefan Jeschke, David Cline, Peter Wonka
Article No.: 117
DOI: 10.1145/1618452.1618463

Diffusion curve images (DCI) provide a powerful tool for efficient 2D image generation, storage and manipulation. A DCI consist of curves with colors defined on either side. By diffusing these colors over the image, the final result...

Efficient affinity-based edit propagation using K-D tree
Kun Xu, Yong Li, Tao Ju, Shi-Min Hu, Tian-Qiang Liu
Article No.: 118
DOI: 10.1145/1618452.1618464

Image/video editing by strokes has become increasingly popular due to the ease of interaction. Propagating the user inputs to the rest of the image/video, however, is often time and memory consuming especially for large data. We propose here an...

Section: Texturing

Harmonic shells: a practical nonlinear sound model for near-rigid thin shells
Jeffrey N. Chadwick, Steven S. An, Doug L. James
Article No.: 119
DOI: 10.1145/1618452.1618465

We propose a procedural method for synthesizing realistic sounds due to nonlinear thin-shell vibrations. We use linear modal analysis to generate a small-deformation displacement basis, then couple the modes together using nonlinear thin-shell...

Stretching and wiggling liquids
Doyub Kim, Oh-young Song, Hyeong-Seok Ko
Article No.: 120
DOI: 10.1145/1618452.1618466

This paper presents a novel framework for simulating the stretching and wiggling of liquids. We demonstrate that complex phase-interface dynamics can be effectively simulated by introducing the Eulerian vortex sheet method, which focuses on the...

Synthetic turbulence using artificial boundary layers
Tobias Pfaff, Nils Thuerey, Andrew Selle, Markus Gross
Article No.: 121
DOI: 10.1145/1618452.1618467

Turbulent vortices in fluid flows are crucial for a visually interesting appearance. Although there has been a significant amount of work on turbulence in graphics recently, these algorithms rely on the underlying simulation to resolve the flow...

Aggregate dynamics for dense crowd simulation
Rahul Narain, Abhinav Golas, Sean Curtis, Ming C. Lin
Article No.: 122
DOI: 10.1145/1618452.1618468

Large dense crowds show aggregate behavior with reduced individual freedom of movement. We present a novel, scalable approach for simulating such crowds, using a dual representation both as discrete agents and as a single continuous system. In the...

Skipping steps in deformable simulation with online model reduction
Theodore Kim, Doug L. James
Article No.: 123
DOI: 10.1145/1618452.1618469

Finite element simulations of nonlinear deformable models are computationally costly, routinely taking hours or days to compute the motion of detailed meshes. Dimensional model reduction can make simulations orders of magnitude faster, but is...

Section: Texturing

Sketch2Photo: internet image montage
Tao Chen, Ming-Ming Cheng, Ping Tan, Ariel Shamir, Shi-Min Hu
Article No.: 124
DOI: 10.1145/1618452.1618470

We present a system that composes a realistic picture from a simple freehand sketch annotated with text labels. The composed picture is generated by seamlessly stitching several photographs in agreement with the sketch and text labels; these are...

Optimized image resizing using seam carving and scaling
Weiming Dong, Ning Zhou, Jean-Claude Paul, Xiaopeng Zhang
Article No.: 125
DOI: 10.1145/1618452.1618471

We present a novel method for content-aware image resizing based on optimization of a well-defined image distance function, which preserves both the important regions and the global visual effect (the background or other decorative objects) of an...

A system for retargeting of streaming video
Philipp Krähenbühl, Manuel Lang, Alexander Hornung, Markus Gross
Article No.: 126
DOI: 10.1145/1618452.1618472

We present a novel, integrated system for content-aware video retargeting. A simple and interactive framework combines key frame based constraint editing with numerous automatic algorithms for video analysis. This combination gives content...

Motion-aware temporal coherence for video resizing
Yu-Shuen Wang, Hongbo Fu, Olga Sorkine, Tong-Yee Lee, Hans-Peter Seidel
Article No.: 127
DOI: 10.1145/1618452.1618473

Temporal coherence is crucial in content-aware video retargeting. To date, this problem has been addressed by constraining temporally adjacent pixels to be transformed coherently. However, due to the motion-oblivious nature of this simple...

Section: Texturing

Printing spatially-varying reflectance
Wojciech Matusik, Boris Ajdin, Jinwei Gu, Jason Lawrence, Hendrik P. A. Lensch, Fabio Pellacini, Szymon Rusinkiewicz
Article No.: 128
DOI: 10.1145/1618452.1618474

Although real-world surfaces can exhibit significant variation in materials --- glossy, diffuse, metallic, etc. --- printers are usually used to reproduce color or gray-scale images. We propose a complete system that uses appropriate inks and...

Interactive reflection editing
Tobias Ritschel, Makoto Okabe, Thorsten Thormählen, Hans-Peter Seidel
Article No.: 129
DOI: 10.1145/1618452.1618475

Effective digital content creation tools must be both efficient in the interactions they provide but also allow full user control. There may be occasions, when art direction requires changes that contradict physical laws. In particular, it is...

User-assisted intrinsic images
Adrien Bousseau, Sylvain Paris, Frédo Durand
Article No.: 130
DOI: 10.1145/1618452.1618476

For many computational photography applications, the lighting and materials in the scene are critical pieces of information. We seek to obtain intrinsic images, which decompose a photo into the product of an illumination component...

Webcam clip art: appearance and illuminant transfer from time-lapse sequences
Jean-François Lalonde, Alexei A. Efros, Srinivasa G. Narasimhan
Article No.: 131
DOI: 10.1145/1618452.1618477

Webcams placed all over the world observe and record the visual appearance of a variety of outdoor scenes over long periods of time. The recorded time-lapse image sequences cover a wide range of illumination and weather conditions -- a vast...

Section: Texturing

Micro-rendering for scalable, parallel final gathering
T. Ritschel, T. Engelhardt, T. Grosch, H.-P. Seidel, J. Kautz, C. Dachsbacher
Article No.: 132
DOI: 10.1145/1618452.1618478

Recent approaches to global illumination for dynamic scenes achieve interactive frame rates by using coarse approximations to geometry, lighting, or both, which limits scene complexity and rendering quality. High-quality global illumination...

All-frequency rendering of dynamic, spatially-varying reflectance
Jiaping Wang, Peiran Ren, Minmin Gong, John Snyder, Baining Guo
Article No.: 133
DOI: 10.1145/1618452.1618479

We describe a technique for real-time rendering of dynamic, spatially-varying BRDFs in static scenes with all-frequency shadows from environmental and point lights. The 6D SVBRDF is represented with a general microfacet model and spherical lobes...

Depth-of-field rendering with multiview synthesis
Sungkil Lee, Elmar Eisemann, Hans-Peter Seidel
Article No.: 134
DOI: 10.1145/1618452.1618480

We present a GPU-based real-time rendering method that simulates high-quality depth-of-field effects, similar in quality to multiview accumulation methods. Most real-time approaches have difficulties to obtain good approximations of visibility and...

Amortized supersampling
Lei Yang, Diego Nehab, Pedro V. Sander, Pitchaya Sitthi-amorn, Jason Lawrence, Hugues Hoppe
Article No.: 135
DOI: 10.1145/1618452.1618481

We present a real-time rendering scheme that reuses shading samples from earlier time frames to achieve practical antialiasing of procedural shaders. Using a reprojection strategy, we maintain several sets of shading estimates at subpixel...

Section: Texturing

Relief analysis and extraction
Rony Zatzarinni, Ayellet Tal, Ariel Shamir
Article No.: 136
DOI: 10.1145/1618452.1618482

We present an approach for extracting reliefs and details from relief surfaces. We consider a relief surface as a surface composed of two components: a base surface and a height function which is defined over this base. However, since the base...

Abstraction of man-made shapes
Ravish Mehra, Qingnan Zhou, Jeremy Long, Alla Sheffer, Amy Gooch, Niloy J. Mitra
Article No.: 137
DOI: 10.1145/1618452.1618483

Man-made objects are ubiquitous in the real world and in virtual environments. While such objects can be very detailed, capturing every small feature, they are often identified and characterized by a small set of defining curves. Compact,...

Partial intrinsic reflectional symmetry of 3D shapes
Kai Xu, Hao Zhang, Andrea Tagliasacchi, Ligang Liu, Guo Li, Min Meng, Yueshan Xiong
Article No.: 138
DOI: 10.1145/1618452.1618484

While many 3D objects exhibit various forms of global symmetries, prominent intrinsic symmetries which exist only on parts of an object are also well recognized. Such partial symmetries are often seen as more natural than a global one, even when...

Packing circles and spheres on surfaces
Alexander Schiftner, Mathias Höbinger, Johannes Wallner, Helmut Pottmann
Article No.: 139
DOI: 10.1145/1618452.1618485

Inspired by freeform designs in architecture which involve circles and spheres, we introduce a new kind of triangle mesh whose faces' incircles form a packing. As it turns out, such meshes have a rich geometry and allow us to cover surfaces with...

Section: Texturing

Adaptive wavelet rendering
Ryan S. Overbeck, Craig Donner, Ravi Ramamoorthi
Article No.: 140
DOI: 10.1145/1618452.1618486

Effects such as depth of field, area lighting, antialiasing and global illumination require evaluating a complex high-dimensional integral at each pixel of an image. We develop a new adaptive rendering algorithm that greatly reduces the number of...

Stochastic progressive photon mapping
Toshiya Hachisuka, Henrik Wann Jensen
Article No.: 141
DOI: 10.1145/1618452.1618487

This paper presents a simple extension of progressive photon mapping for simulating global illumination with effects such as depth-of-field, motion blur, and glossy reflections. Progressive photon mapping is a robust global illumination algorithm...

Automatic bounding of programmable shaders for efficient global illumination
Edgar Velázquez-Armendáriz, Shuang Zhao, Miloš Hašan, Bruce Walter, Kavita Bala
Article No.: 142
DOI: 10.1145/1618452.1618488

This paper describes a technique to automatically adapt programmable shaders for use in physically-based rendering algorithms. Programmable shading provides great flexibility and power for creating rich local material detail, but only allows the...

Virtual spherical lights for many-light rendering of glossy scenes
Miloš Hašan, Jaroslav Křivánek, Bruce Walter, Kavita Bala
Article No.: 143
DOI: 10.1145/1618452.1618489

In this paper, we aim to lift the accuracy limitations of many-light algorithms by introducing a new light type, the virtual spherical light (VSL). The illumination contribution of a VSL is computed over a non-zero solid angle, thus...

Section: Texturing

Removing image artifacts due to dirty camera lenses and thin occluders
Jinwei Gu, Ravi Ramamoorthi, Peter Belhumeur, Shree Nayar
Article No.: 144
DOI: 10.1145/1618452.1618490

Dirt on camera lenses, and occlusions from thin objects such as fences, are two important types of artifacts in digital imaging systems. These artifacts are not only an annoyance for photographers, but also a hindrance to computer vision and...

Fast motion deblurring
Sunghyun Cho, Seungyong Lee
Article No.: 145
DOI: 10.1145/1618452.1618491

This paper presents a fast deblurring method that produces a deblurring result from a single image of moderate size in a few seconds. We accelerate both latent image estimation and kernel estimation in an iterative deblurring process by...

Noise brush: interactive high quality image-noise separation
Jia Chen, Chi-Keung Tang, Jue Wang
Article No.: 146
DOI: 10.1145/1618452.1618492

This paper proposes an interactive approach using joint image-noise filtering for achieving high quality image-noise separation. The core of the system is our novel joint image-noise filter which operates in both image and noise...

Edge-preserving multiscale image decomposition based on local extrema
Kartic Subr, Cyril Soler, Frédo Durand
Article No.: 147
DOI: 10.1145/1618452.1618493

We propose a new model for detail that inherently captures oscillations, a key property that distinguishes textures from individual edges. Inspired by techniques in empirical data analysis and morphological image analysis, we use the local...

Section: Texturing

Structured annotations for 2D-to-3D modeling
Yotam Gingold, Takeo Igarashi, Denis Zorin
Article No.: 148
DOI: 10.1145/1618452.1618494

We present a system for 3D modeling of free-form surfaces from 2D sketches. Our system frees users to create 2D sketches from arbitrary angles using their preferred tool, which may include pencil and paper. A 3D model is created by placing...

Analytic drawing of 3D scaffolds
Ryan Schmidt, Azam Khan, Karan Singh, Gord Kurtenbach
Article No.: 149
DOI: 10.1145/1618452.1618495

We describe a novel approach to inferring 3D curves from perspective drawings in an interactive design tool. Our methods are based on a traditional design drawing style known as analytic drawing, which supports precise image-space...

DiagSplit: parallel, crack-free, adaptive tessellation for micropolygon rendering
Matthew Fisher, Kayvon Fatahalian, Solomon Boulos, Kurt Akeley, William R. Mark, Pat Hanrahan
Article No.: 150
DOI: 10.1145/1618452.1618496

We present DiagSplit, a parallel algorithm for adaptively tessellating displaced parametric surfaces into high-quality, crack-free micropolygon meshes. DiagSplit modifies the split-dice tessellation algorithm to allow splits along...

Approximating subdivision surfaces with Gregory patches for hardware tessellation
Charles Loop, Scott Schaefer, Tianyun Ni, Ignacio Castaño
Article No.: 151
DOI: 10.1145/1618452.1618497

We present a new method for approximating subdivision surfaces with hardware accelerated parametric patches. Our method improves the memory bandwidth requirements for patch control points, translating into superior performance compared to existing...

Section: Texturing

Ray casting of multiple volumetric datasets with polyhedral boundaries on manycore GPUs
Bernhard Kainz, Markus Grabner, Alexander Bornik, Stefan Hauswiesner, Judith Muehl, Dieter Schmalstieg
Article No.: 152
DOI: 10.1145/1618452.1618498

We present a new GPU-based rendering system for ray casting of multiple volumes. Our approach supports a large number of volumes, complex translucent and concave polyhedral objects as well as CSG intersections of volumes and geometry in any...

Debugging GPU stream programs through automatic dataflow recording and visualization
Qiming Hou, Kun Zhou, Baining Guo
Article No.: 153
DOI: 10.1145/1618452.1618499

We present a novel framework for debugging GPU stream programs through automatic dataflow recording and visualization. Our debugging system can help programmers locate errors that are common in general purpose stream programs but very difficult to...

Real-time parallel hashing on the GPU
Dan A. Alcantara, Andrei Sharf, Fatemeh Abbasinejad, Shubhabrata Sengupta, Michael Mitzenmacher, John D. Owens, Nina Amenta
Article No.: 154
DOI: 10.1145/1618452.1618500

We demonstrate an efficient data-parallel algorithm for building large hash tables of millions of elements in real-time. We consider two parallel algorithms for the construction: a classical sparse perfect hashing approach, and cuckoo hashing,...

RenderAnts: interactive Reyes rendering on GPUs
Kun Zhou, Qiming Hou, Zhong Ren, Minmin Gong, Xin Sun, Baining Guo
Article No.: 155
DOI: 10.1145/1618452.1618501

We present RenderAnts, the first system that enables interactive Reyes rendering on GPUs. Taking RenderMan scenes and shaders as input, our system first compiles RenderMan shaders to GPU shaders. Then all stages of the basic Reyes pipeline,...

Section: Texturing

Shadow art
Niloy J. Mitra, Mark Pauly
Article No.: 156
DOI: 10.1145/1618452.1618502

"To them, I said, the truth would be literally nothing but the shadows of the images." - Plato, The Republic

Shadow art is a unique form of sculptural art where the 2D shadows cast by a 3D sculpture are essential for the artistic...

3D polyomino puzzle
Kui-Yip Lo, Chi-Wing Fu, Hongwei Li
Article No.: 157
DOI: 10.1145/1618452.1618503

This paper presents a computer-aided geometric design approach to realize a new genre of 3D puzzle, namely the 3D Polyomino puzzle. We base our puzzle pieces on the family of 2D shapes known as polyominoes in recreational...

The graph camera
Voicu Popescu, Paul Rosen, Nicoletta Adamo-Villani
Article No.: 158
DOI: 10.1145/1618452.1618504

A conventional pinhole camera captures only a small fraction of a 3-D scene due to occlusions. We introduce the graph camera, a non-pinhole with rays that circumvent occluders to create a single layer image that shows simultaneously several...

BiDi screen: a thin, depth-sensing LCD for 3D interaction using light fields
Matthew Hirsch, Douglas Lanman, Henry Holtzman, Ramesh Raskar
Article No.: 159
DOI: 10.1145/1618452.1618505

We transform an LCD into a display that supports both 2D multi-touch and unencumbered 3D gestures. Our BiDirectional (BiDi) screen, capable of both image capture and display, is inspired by emerging LCDs that use embedded optical sensors to detect...

Section: Texturing

Evaluation of reverse tone mapping through varying exposure conditions
Belen Masia, Sandra Agustin, Roland W. Fleming, Olga Sorkine, Diego Gutierrez
Article No.: 160
DOI: 10.1145/1618452.1618506

Most existing image content has low dynamic range (LDR), which necessitates effective methods to display such legacy content on high dynamic range (HDR) devices. Reverse tone mapping operators (rTMOs) aim to take LDR content as input and adjust...

Robust color-to-gray via nonlinear global mapping
Yongjin Kim, Cheolhun Jang, Julien Demouth, Seungyong Lee
Article No.: 161
DOI: 10.1145/1618452.1618507

This paper presents a fast color-to-gray conversion algorithm which robustly reproduces the visual appearance of a color image in grayscale. The conversion preserves feature discriminability and reasonable color ordering, while respecting the...

Structure-aware error diffusion
Jianghao Chang, Benoît Alain, Victor Ostromoukhov
Article No.: 162
DOI: 10.1145/1618452.1618508

We present an original error-diffusion method which produces visually pleasant halftone images while preserving fine details and visually identifiable structures present in the original images. Our method is conceptually simple and computationally...

Emerging images
Niloy J. Mitra, Hung-Kuo Chu, Tong-Yee Lee, Lior Wolf, Hezy Yeshurun, Daniel Cohen-Or
Article No.: 163
DOI: 10.1145/1618452.1618509

Emergence refers to the unique human ability to aggregate information from seemingly meaningless pieces, and to perceive a whole that is meaningful. This special skill of humans can constitute an effective scheme to tell humans and machines apart....

Section: Texturing

Capturing hair assemblies fiber by fiber
Wenzel Jakob, Jonathan T. Moon, Steve Marschner
Article No.: 164
DOI: 10.1145/1618452.1618510

Hair models for computer graphics consist of many curves representing individual hair fibers. In current practice these curves are generated by ad hoc random processes, and in close-up views their arrangement appears plainly different from real...

A practical approach for photometric acquisition of hair color
Arno Zinke, Martin Rump, Tomás Lay, Andreas Weber, Anton Andriyenko, Reinhard Klein
Article No.: 165
DOI: 10.1145/1618452.1618511

In this work a practical approach to photometric acquisition of hair color is presented. Based on a single input photograph of a simple setup we are able to extract physically plausible optical properties of hair and to render virtual hair closely...

Hair meshes
Cem Yuksel, Scott Schaefer, John Keyser
Article No.: 166
DOI: 10.1145/1618452.1618512

Despite the visual importance of hair and the attention paid to hair modeling in the graphics research, modeling realistic hair still remains a very challenging task that can be performed by very few artists. In this paper we present hair...

Exploratory modeling with collaborative design spaces
Jerry O. Talton, Daniel Gibson, Lingfeng Yang, Pat Hanrahan, Vladlen Koltun
Article No.: 167
DOI: 10.1145/1618452.1618513

Enabling ordinary people to create high-quality 3D models is a long-standing problem in computer graphics. In this work, we draw from the literature on design and human cognition to better understand the design processes of novice and casual...

Section: Texturing

Optimizing walking controllers
Jack M. Wang, David J. Fleet, Aaron Hertzmann
Article No.: 168
DOI: 10.1145/1618452.1618514

This paper describes a method for optimizing the parameters of a physics-based controller for full-body, 3D walking. A modified version of the SIMBICON controller [Yin et al. 2007] is optimized for characters of varying body shape, walking speed...

Compact character controllers
Yongjoon Lee, Seong Jae Lee, Zoran Popović
Article No.: 169
DOI: 10.1145/1618452.1618515

We present methods for creating compact and efficient data-driven character controllers. Our first method identifies the essential motion data examples tailored for a given task. It enables complex yet efficient high-dimensional controllers, as...

Robust task-based control policies for physics-based characters
Stelian Coros, Philippe Beaudoin, Michiel van de Panne
Article No.: 170
DOI: 10.1145/1618452.1618516

We present a method for precomputing robust task-based control policies for physically simulated characters. This allows for characters that can demonstrate skill and purpose in completing a given task, such as walking to a target location, while...

Modeling spatial and temporal variation in motion data
Manfred Lau, Ziv Bar-Joseph, James Kuffner
Article No.: 171
DOI: 10.1145/1618452.1618517

We present a novel method to model and synthesize variation in motion data. Given a few examples of a particular type of motion as input, we learn a generative model that is able to synthesize a family of spatial and temporal variants that are...

Real-time prosody-driven synthesis of body language
Sergey Levine, Christian Theobalt, Vladlen Koltun
Article No.: 172
DOI: 10.1145/1618452.1618518

Human communication involves not only speech, but also a wide variety of gestures and body motions. Interactions in virtual environments often lack this multi-modal aspect of communication. We present a method for automatically synthesizing body...

Section: Texturing

Out-of-core multigrid solver for streaming meshes
Xiaohan Shi, Hujun Bao, Kun Zhou
Article No.: 173
DOI: 10.1145/1618452.1618519

We present an out-of-core multigrid for solving the Poisson equation defined over gigantic meshes. This enables gradient-domain operations on out-of-core meshes with irregular connectivity. Taking a streaming mesh and boundary constraints as...

Dynamic shape capture using multi-view photometric stereo
Daniel Vlasic, Pieter Peers, Ilya Baran, Paul Debevec, Jovan Popović, Szymon Rusinkiewicz, Wojciech Matusik
Article No.: 174
DOI: 10.1145/1618452.1618520

We describe a system for high-resolution capture of moving 3D geometry, beginning with dynamic normal maps from multiple views. The normal maps are captured using active shape-from-shading (photometric stereo), with a large lighting dome providing...

Robust single-view geometry and motion reconstruction
Hao Li, Bart Adams, Leonidas J. Guibas, Mark Pauly
Article No.: 175
DOI: 10.1145/1618452.1618521

We present a framework and algorithms for robust geometry and motion reconstruction of complex deforming shapes. Our method makes use of a smooth template that provides a crude approximation of the scanned object and serves as a geometric and...

Consolidation of unorganized point clouds for surface reconstruction
Hui Huang, Dan Li, Hao Zhang, Uri Ascher, Daniel Cohen-Or
Article No.: 176
DOI: 10.1145/1618452.1618522

We consolidate an unorganized point cloud with noise, outliers, non-uniformities, and in particular interference between close-by surface sheets as a preprocess to surface generation, focusing on reliable normal estimation. Our algorithm includes...