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SIGGRAPH '10: ACM SIGGRAPH 2010 papers



Section: Computational photography

The Frankencamera: an experimental platform for computational photography
Andrew Adams, Eino-Ville Talvala, Sung Hee Park, David E. Jacobs, Boris Ajdin, Natasha Gelfand, Jennifer Dolson, Daniel Vaquero, Jongmin Baek, Marius Tico, Hendrik P. A. Lensch, Wojciech Matusik, Kari Pulli, Mark Horowitz, Marc Levoy
Article No.: 29
DOI: 10.1145/1778765.1778766

Although there has been much interest in computational photography within the research and photography communities, progress has been hampered by the lack of a portable, programmable camera with sufficient image quality and computing power. To...

Image deblurring using inertial measurement sensors
Neel Joshi, Sing Bing Kang, C. Lawrence Zitnick, Richard Szeliski
Article No.: 30
DOI: 10.1145/1778765.1778767

We present a deblurring algorithm that uses a hardware attachment coupled with a natural image prior to deblur images from consumer cameras. Our approach uses a combination of inexpensive gyroscopes and accelerometers in an energy optimization...

Diffusion coded photography for extended depth of field
Oliver Cossairt, Changyin Zhou, Shree Nayar
Article No.: 31
DOI: 10.1145/1778765.1778768

In recent years, several cameras have been introduced which extend depth of field (DOF) by producing a depth-invariant point spread function (PSF). These cameras extend DOF by deblurring a captured image with a single spatially-invariant PSF. For...

Section: Computational photography

Example-based facial rigging
Hao Li, Thibaut Weise, Mark Pauly
Article No.: 32
DOI: 10.1145/1778765.1778769

We introduce a method for generating facial blendshape rigs from a set of example poses of a CG character. Our system transfers controller semantics and expression dynamics from a generic template to the target blendshape model, while solving for...

Spatial relationship preserving character motion adaptation
Edmond S. L. Ho, Taku Komura, Chiew-Lan Tai
Article No.: 33
DOI: 10.1145/1778765.1778770

This paper presents a new method for editing and retargeting motions that involve close interactions between body parts of single or multiple articulated characters, such as dancing, wrestling, and sword fighting, or between characters and a...

Section: Computational photography

envyLight: an interface for editing natural illumination
Fabio Pellacini
Article No.: 34
DOI: 10.1145/1778765.1778771

Scenes lit with high dynamic range environment maps of real-world environments exhibit all the complex nuances of natural illumination. For applications that need lighting adjustments to the rendered images, editing environment maps directly is...

Toward evaluating material design interface paradigms for novice users
William B. Kerr, Fabio Pellacini
Article No.: 35
DOI: 10.1145/1778765.1778772

Material design is the process by which artists specify the reflectance properties of a surface, such as its diffuse color and specular roughness. We present a user study to evaluate the relative benefits of different material design interfaces,...

Interactive on-surface signal deformation
Tobias Ritschel, Thorsten Thormählen, Carsten Dachsbacher, Jan Kautz, Hans-Peter Seidel
Article No.: 36
DOI: 10.1145/1778765.1778773

We present an interactive system for the artistic control of visual phenomena visible on surfaces. Our method allows the user to intuitively reposition shadows, caustics, and indirect illumination using a simple click-and-drag user interface...

PantaRay: fast ray-traced occlusion caching of massive scenes
Jacopo Pantaleoni, Luca Fascione, Martin Hill, Timo Aila
Article No.: 37
DOI: 10.1145/1778765.1778774

We describe the architecture of a novel system for precomputing sparse directional occlusion caches. These caches are used for accelerating a fast cinematic lighting pipeline that works in the spherical harmonics domain. The system was used as a...

Section: Computational photography

A simple geometric model for elastic deformations
Isaac Chao, Ulrich Pinkall, Patrick Sanan, Peter Schröder
Article No.: 38
DOI: 10.1145/1778765.1778775

We advocate a simple geometric model for elasticity: distance between the differential of a deformation and the rotation group. It comes with rigorous differential geometric underpinnings, both smooth and discrete, and is computationally...

Unified simulation of elastic rods, shells, and solids
Sebastian Martin, Peter Kaufmann, Mario Botsch, Eitan Grinspun, Markus Gross
Article No.: 39
DOI: 10.1145/1778765.1778776

We develop an accurate, unified treatment of elastica. Following the method of resultant-based formulation to its logical extreme, we derive a higher-order integration rule, or elaston, measuring stretching, shearing, bending, and twisting...

Section: Computational photography

High-quality single-shot capture of facial geometry
Thabo Beeler, Bernd Bickel, Paul Beardsley, Bob Sumner, Markus Gross
Article No.: 40
DOI: 10.1145/1778765.1778777

This paper describes a passive stereo system for capturing the 3D geometry of a face in a single-shot under standard light sources. The system is low-cost and easy to deploy. Results are submillimeter accurate and commensurate with those from...

High resolution passive facial performance capture
Derek Bradley, Wolfgang Heidrich, Tiberiu Popa, Alla Sheffer
Article No.: 41
DOI: 10.1145/1778765.1778778

We introduce a purely passive facial capture approach that uses only an array of video cameras, but requires no template facial geometry, no special makeup or markers, and no active lighting. We obtain initial geometry using multi-view stereo, and...

VideoMocap: modeling physically realistic human motion from monocular video sequences
Xiaolin Wei, Jinxiang Chai
Article No.: 42
DOI: 10.1145/1778765.1778779

This paper presents a video-based motion modeling technique for capturing physically realistic human motion from monocular video sequences. We formulate the video-based motion modeling process in an image-based keyframe animation framework. The...

Section: Computational photography

Geodesic patterns
Helmut Pottmann, Qixing Huang, Bailin Deng, Alexander Schiftner, Martin Kilian, Leonidas Guibas, Johannes Wallner
Article No.: 43
DOI: 10.1145/1778765.1778780

Geodesic curves in surfaces are not only minimizers of distance, but they are also the curves of zero geodesic (sideways) curvature. It turns out that this property makes patterns of geodesics the basic geometric entity when dealing with...

K-set tilable surfaces
Chi-Wing Fu, Chi-Fu Lai, Ying He, Daniel Cohen-Or
Article No.: 44
DOI: 10.1145/1778765.1778781

This paper introduces a method for optimizing the tiles of a quad-mesh. Given a quad-based surface, the goal is to generate a set of K quads whose instances can produce a tiled surface that approximates the input surface. A solution to the...

Paneling architectural freeform surfaces
Michael Eigensatz, Martin Kilian, Alexander Schiftner, Niloy J. Mitra, Helmut Pottmann, Mark Pauly
Article No.: 45
DOI: 10.1145/1778765.1778782

The emergence of large-scale freeform shapes in architecture poses big challenges to the fabrication of such structures. A key problem is the approximation of the design surface by a union of patches, so-called panels, that can be manufactured...

Triangle surfaces with discrete equivalence classes
Mayank Singh, Scott Schaefer
Article No.: 46
DOI: 10.1145/1778765.1778783

We propose a technique that takes a triangulated surface as input and outputs a surface with the same topology but altered geometry such that each polygon falls into a set of discrete equivalence classes. We begin by describing an error function...

Section: Computational photography

Matching fluid simulation elements to surface geometry and topology
Tyson Brochu, Christopher Batty, Robert Bridson
Article No.: 47
DOI: 10.1145/1778765.1778784

We introduce an Eulerian liquid simulation framework based on the Voronoi diagram of a potentially unorganized collection of pressure samples. Constructing the simulation mesh in this way allows us to place samples anywhere in the computational...

A multiscale approach to mesh-based surface tension flows
Nils Thürey, Chris Wojtan, Markus Gross, Greg Turk
Article No.: 48
DOI: 10.1145/1778765.1778785

We present an approach to simulate flows driven by surface tension based on triangle meshes. Our method consists of two simulation layers: the first layer is an Eulerian method for simulating surface tension forces that is free from typical strict...

Dynamic local remeshing for elastoplastic simulation
Martin Wicke, Daniel Ritchie, Bryan M. Klingner, Sebastian Burke, Jonathan R. Shewchuk, James F. O'Brien
Article No.: 49
DOI: 10.1145/1778765.1778786

We propose a finite element simulation method that addresses the full range of material behavior, from purely elastic to highly plastic, for physical domains that are substantially reshaped by plastic flow, fracture, or large elastic deformations....

Physics-inspired topology changes for thin fluid features
Chris Wojtan, Nils Thürey, Markus Gross, Greg Turk
Article No.: 50
DOI: 10.1145/1778765.1778787

We propose a mesh-based surface tracking method for fluid animation that both preserves fine surface details and robustly adjusts the topology of the surface in the presence of arbitrarily thin features like sheets and strands. We replace...

Section: Computational photography

Camouflage images
Hung-Kuo Chu, Wei-Hsin Hsu, Niloy J. Mitra, Daniel Cohen-Or, Tien-Tsin Wong, Tong-Yee Lee
Article No.: 51
DOI: 10.1145/1778765.1778788

Camouflage images contain one or more hidden figures that remain imperceptible or unnoticed for a while. In one possible explanation, the ability to delay the perception of the hidden figures is attributed to the theory that human perception works...

Structure-based ASCII art
Xuemiao Xu, Linling Zhang, Tien-Tsin Wong
Article No.: 52
DOI: 10.1145/1778765.1778789

The wide availability and popularity of text-based communication channels encourage the usage of ASCII art in representing images. Existing tone-based ASCII art generation methods lead to halftone-like results and require high text resolution for...

Section: Computational photography

A radiative transfer framework for rendering materials with anisotropic structure
Wenzel Jakob, Adam Arbree, Jonathan T. Moon, Kavita Bala, Steve Marschner
Article No.: 53
DOI: 10.1145/1778765.1778790

The radiative transfer framework that underlies all current rendering of volumes is limited to scattering media whose properties are invariant to rotation. Many systems allow for "anisotropic scattering," in the sense that scattered intensity...

Line space gathering for single scattering in large scenes
Xin Sun, Kun Zhou, Stephen Lin, Baining Guo
Article No.: 54
DOI: 10.1145/1778765.1778791

We present an efficient technique to render single scattering in large scenes with reflective and refractive objects and homogeneous participating media. Efficiency is obtained by evaluating the final radiance along a viewing ray directly from the...

Interactive hair rendering under environment lighting
Zhong Ren, Kun Zhou, Tengfei Li, Wei Hua, Baining Guo
Article No.: 55
DOI: 10.1145/1778765.1778792

We present an algorithm for interactive hair rendering with both single and multiple scattering effects under complex environment lighting. The outgoing radiance due to single scattering is determined by the integral of the product of the...

An artist friendly hair shading system
Iman Sadeghi, Heather Pritchett, Henrik Wann Jensen, Rasmus Tamstorf
Article No.: 56
DOI: 10.1145/1778765.1778793

Rendering hair in motion pictures is an important and challenging task. Despite much research on physically based hair rendering, it is currently difficult to benefit from this work because physically based shading models do not offer artist...

Section: Computational photography

Programmable motion effects
Johannes Schmid, Robert W. Sumner, Huw Bowles, Markus Gross
Article No.: 57
DOI: 10.1145/1778765.1778794

Although animation is one of the most compelling aspects of computer graphics, the possibilities for depicting the movement that make dynamic scenes so exciting remain limited for both still images and animations. In our work, we experiment with...

Illustrating how mechanical assemblies work
Niloy J. Mitra, Yong-Liang Yang, Dong-Ming Yan, Wilmot Li, Maneesh Agrawala
Article No.: 58
DOI: 10.1145/1778765.1778795

How things work visualizations use a variety of visual techniques to depict the operation of complex mechanical assemblies. We present an automated approach for generating such visualizations. Starting with a 3D CAD model of an assembly, we...

2.5D cartoon models
Alec Rivers, Takeo Igarashi, Frédo Durand
Article No.: 59
DOI: 10.1145/1778765.1778796

We present a way to bring cartoon objects and characters into the third dimension, by giving them the ability to rotate and be viewed from any angle. We show how 2D vector art drawings of a cartoon from different views can be used to generate a...

Section: Computational photography

Reliefs as images
Marc Alexa, Wojciech Matusik
Article No.: 60
DOI: 10.1145/1778765.1778797

We describe how to create relief surfaces whose diffuse reflection approximates given images under known directional illumination. This allows using any surface with a significant diffuse reflection component as an image display. We propose a...

Physical reproduction of materials with specified subsurface scattering
Miloš Hašan, Martin Fuchs, Wojciech Matusik, Hanspeter Pfister, Szymon Rusinkiewicz
Article No.: 61
DOI: 10.1145/1778765.1778798

We investigate a complete pipeline for measuring, modeling, and fabricating objects with specified subsurface scattering behaviors. The process starts with measuring the scattering properties of a given set of base materials, determining their...

Fabricating spatially-varying subsurface scattering
Yue Dong, Jiaping Wang, Fabio Pellacini, Xin Tong, Baining Guo
Article No.: 62
DOI: 10.1145/1778765.1778799

Many real world surfaces exhibit translucent appearance due to subsurface scattering. Although various methods exists to measure, edit and render subsurface scattering effects, no solution exists for manufacturing physical objects with desired...

Design and fabrication of materials with desired deformation behavior
Bernd Bickel, Moritz Bächer, Miguel A. Otaduy, Hyunho Richard Lee, Hanspeter Pfister, Markus Gross, Wojciech Matusik
Article No.: 63
DOI: 10.1145/1778765.1778800

This paper introduces a data-driven process for designing and fabricating materials with desired deformation behavior. Our process starts with measuring deformation properties of base materials. For each base material we acquire a set of example...

Section: Computational photography

Micropolygon ray tracing with defocus and motion blur
Qiming Hou, Hao Qin, Wenyao Li, Baining Guo, Kun Zhou
Article No.: 64
DOI: 10.1145/1778765.1778801

We present a micropolygon ray tracing algorithm that is capable of efficiently rendering high quality defocus and motion blur effects. A key component of our algorithm is a BVH (bounding volume hierarchy) based on 4D hyper-trapezoids that project...

Real-time lens blur effects and focus control
Sungkil Lee, Elmar Eisemann, Hans-Peter Seidel
Article No.: 65
DOI: 10.1145/1778765.1778802

We present a novel rendering system for defocus blur and lens effects. It supports physically-based rendering and outperforms previous approaches by involving a novel GPU-based tracing method. Our solution achieves more precision than competing...

OptiX: a general purpose ray tracing engine
Steven G. Parker, James Bigler, Andreas Dietrich, Heiko Friedrich, Jared Hoberock, David Luebke, David McAllister, Morgan McGuire, Keith Morley, Austin Robison, Martin Stich
Article No.: 66
DOI: 10.1145/1778765.1778803

The NVIDIA® OptiX™ ray tracing engine is a programmable system designed for NVIDIA GPUs and other highly parallel architectures. The OptiX engine builds on the key observation that most ray tracing algorithms can be implemented using a...

Reducing shading on GPUs using quad-fragment merging
Kayvon Fatahalian, Solomon Boulos, James Hegarty, Kurt Akeley, William R. Mark, Henry Moreton, Pat Hanrahan
Article No.: 67
DOI: 10.1145/1778765.1778804

Current GPUs perform a significant amount of redundant shading when surfaces are tessellated into small triangles. We address this inefficiency by augmenting the GPU pipeline to gather and merge rasterized fragments from adjacent triangles in a...

Section: Computational photography

Precomputed wave simulation for real-time sound propagation of dynamic sources in complex scenes
Nikunj Raghuvanshi, John Snyder, Ravish Mehra, Ming Lin, Naga Govindaraju
Article No.: 68
DOI: 10.1145/1778765.1778805

We present a method for real-time sound propagation that captures all wave effects, including diffraction and reverberation, for multiple moving sources and a moving listener in a complex, static 3D scene. It performs an offline numerical...

Rigid-body fracture sound with precomputed soundbanks
Changxi Zheng, Doug L. James
Article No.: 69
DOI: 10.1145/1778765.1778806

We propose a physically based algorithm for synthesizing sounds synchronized with brittle fracture animations. Motivated by laboratory experiments, we approximate brittle fracture sounds using time-varying rigid-body sound models. We extend...

A practical simulation of dispersed bubble flow
Doyub Kim, Oh-young Song, Hyeong-Seok Ko
Article No.: 70
DOI: 10.1145/1778765.1778807

In this paper, we propose a simple and efficient framework for simulating dispersed bubble flow. Instead of modeling the complex hydrodynamics of numerous small bubbles explicitly, our method approximates the average motion of these bubbles using...

Section: Computational photography

Robust physics-based locomotion using low-dimensional planning
Igor Mordatch, Martin de Lasa, Aaron Hertzmann
Article No.: 71
DOI: 10.1145/1778765.1778808

This paper presents a physics-based locomotion controller based on online planning. At each time-step, a planner optimizes locomotion over multiple phases of gait. Stance dynamics are modeled using a simplified Spring-Load Inverted (SLIP) model,...

Terrain-adaptive bipedal locomotion control
Jia-chi Wu, Zoran Popović
Article No.: 72
DOI: 10.1145/1778765.1778809

We describe a framework for the automatic synthesis of biped locomotion controllers that adapt to uneven terrain at run-time. The framework consists of two components: a per-footstep end-effector path planner and a per-timestep generalized-force...

Optimizing walking controllers for uncertain inputs and environments
Jack M. Wang, David J. Fleet, Aaron Hertzmann
Article No.: 73
DOI: 10.1145/1778765.1778810

We introduce methods for optimizing physics-based walking controllers for robustness to uncertainty. Many unknown factors, such as external forces, control torques, and user control inputs, cannot be known in advance and must be treated as...

Optimal feedback control for character animation using an abstract model
Yuting Ye, C. Karen Liu
Article No.: 74
DOI: 10.1145/1778765.1778811

Real-time adaptation of a motion capture sequence to virtual environments with physical perturbations requires robust control strategies. This paper describes an optimal feedback controller for motion tracking that allows for on-the-fly...

Section: Computational photography

Nonlinear disparity mapping for stereoscopic 3D
Manuel Lang, Alexander Hornung, Oliver Wang, Steven Poulakos, Aljoscha Smolic, Markus Gross
Article No.: 75
DOI: 10.1145/1778765.1778812

This paper addresses the problem of remapping the disparity range of stereoscopic images and video. Such operations are highly important for a variety of issues arising from the production, live broadcast, and consumption of 3D content. Our work...

A multi-layered display with water drops
Peter C. Barnum, Srinivasa G. Narasimhan, Takeo Kanade
Article No.: 76
DOI: 10.1145/1778765.1778813

We present a multi-layered display that uses water drops as voxels. Water drops refract most incident light, making them excellent wide-angle lenses. Each 2D layer of our display can exhibit arbitrary visual content, creating a layered-depth...

NETRA: interactive display for estimating refractive errors and focal range
Vitor F. Pamplona, Ankit Mohan, Manuel M. Oliveira, Ramesh Raskar
Article No.: 77
DOI: 10.1145/1778765.1778814

We introduce an interactive, portable, and inexpensive solution for estimating refractive errors in the human eye. While expensive optical devices for automatic estimation of refractive correction exist, our goal is to greatly simplify the...

Section: Computational photography

Controllable conformal maps for shape deformation and interpolation
Ofir Weber, Craig Gotsman
Article No.: 78
DOI: 10.1145/1778765.1778815

Conformal maps are considered very desirable for planar deformation applications, since they allow only local rotations and scale, avoiding shear and other visually disturbing distortions of local detail. Conformal maps are also...

Multi-class blue noise sampling
Li-Yi Wei
Article No.: 79
DOI: 10.1145/1778765.1778816

Sampling is a core process for a variety of graphics applications. Among existing sampling methods, blue noise sampling remains popular thanks to its spatial uniformity and absence of aliasing artifacts. However, research so far has been mainly...

Section: Computational photography

Star-contours for efficient hierarchical self-collision detection
Sara C. Schvartzman, Álvaro G. Pérez, Miguel A. Otaduy
Article No.: 80
DOI: 10.1145/1778765.1778817

Collision detection is a problem that has often been addressed efficiently with the use of hierarchical culling data structures. In the subproblem of self-collision detection for triangle meshes, however, such hierarchical data structures lose...

Subspace self-collision culling
Jernej Barbič, Doug L. James
Article No.: 81
DOI: 10.1145/1778765.1778818

We show how to greatly accelerate self-collision detection (SCD) for reduced deformable models. Given a triangle mesh and a set of deformation modes, our method precomputes Subspace Self-Collision Culling (SSCC) certificates which, if...

Volume contact constraints at arbitrary resolution
Jérémie Allard, François Faure, Hadrien Courtecuisse, Florent Falipou, Christian Duriez, Paul G. Kry
Article No.: 82
DOI: 10.1145/1778765.1778819

We introduce a new method for simulating frictional contact between volumetric objects using interpenetration volume constraints. When applied to complex geometries, our formulation results in dramatically simpler systems of equations than those...

Section: Computational photography

RepFinder: finding approximately repeated scene elements for image editing
Ming-Ming Cheng, Fang-Lue Zhang, Niloy J. Mitra, Xiaolei Huang, Shi-Min Hu
Article No.: 83
DOI: 10.1145/1778765.1778820

Repeated elements are ubiquitous and abundant in both manmade and natural scenes. Editing such images while preserving the repetitions and their relations is nontrivial due to overlap, missing parts, deformation across instances, illumination...

Section: Computational photography

By-example synthesis of architectural textures
Sylvain Lefebvre, Samuel Hornus, Anass Lasram
Article No.: 84
DOI: 10.1145/1778765.1778821

Textures are often reused on different surfaces in large virtual environments. This leads to unpleasing stretch and cropping of features when textures contain architectural elements. Existing retargeting methods could adapt each texture to the...

Synthesizing structured image hybrids
Eric Risser, Charles Han, Rozenn Dahyot, Eitan Grinspun
Article No.: 85
DOI: 10.1145/1778765.1778822

Example-based texture synthesis algorithms generate novel texture images from example data. A popular hierarchical pixel-based approach uses spatial jitter to introduce diversity, at the risk of breaking coarse structure beyond repair. We propose...

Vector solid textures
Lvdi Wang, Kun Zhou, Yizhou Yu, Baining Guo
Article No.: 86
DOI: 10.1145/1778765.1778823

In this paper, we introduce a compact random-access vector representation for solid textures made of intermixed regions with relatively smooth internal color variations. It is feature-preserving and resolution-independent. In this representation,...

Section: Computational photography

Unstructured video-based rendering: interactive exploration of casually captured videos
Luca Ballan, Gabriel J. Brostow, Jens Puwein, Marc Pollefeys
Article No.: 87
DOI: 10.1145/1778765.1778824

We present an algorithm designed for navigating around a performance that was filmed as a "casual" multi-view video collection: real-world footage captured on hand held cameras by a few audience members. The objective is to easily navigate in 3D,...

Dynamic video narratives
Carlos D. Correa, Kwan-Liu Ma
Article No.: 88
DOI: 10.1145/1778765.1778825

This paper presents a system for generating dynamic narratives from videos. These narratives are characterized for being compact, coherent and interactive, as inspired by principles of sequential art. Narratives depict the motion of one or several...

Video tapestries with continuous temporal zoom
Connelly Barnes, Dan B. Goldman, Eli Shechtman, Adam Finkelstein
Article No.: 89
DOI: 10.1145/1778765.1778826

We present a novel approach for summarizing video in the form of a multiscale image that is continuous in both the spatial domain and across the scale dimension: There are no hard borders between discrete moments in time, and a user can zoom...

Motion-based video retargeting with optimized crop-and-warp
Yu-Shuen Wang, Hui-Chih Lin, Olga Sorkine, Tong-Yee Lee
Article No.: 90
DOI: 10.1145/1778765.1778827

We introduce a video retargeting method that achieves high-quality resizing to arbitrary aspect ratios for complex videos containing diverse camera and dynamic motions. Previous content-aware retargeting methods mostly concentrated on spatial...

Section: Computational photography

Seeing is believing: body motion dominates in multisensory conversations
Cathy Ennis, Rachel McDonnell, Carol O'Sullivan
Article No.: 91
DOI: 10.1145/1778765.1778828

In many scenes with human characters, interacting groups are an important factor for maintaining a sense of realism. However, little is known about what makes these characters appear realistic. In this paper, we investigate human sensitivity to...

Simulating virtual environments within virtual environments as the basis for a psychophysics of presence
Mel Slater, Bernhard Spanlang, David Corominas
Article No.: 92
DOI: 10.1145/1778765.1778829

A new definition of immersion with respect to virtual environment (VE) systems has been proposed in earlier work, based on the concept of simulation. One system (A) is said to be more immersive than another (B) if A can be...

Section: Computational photography

SmartBoxes for interactive urban reconstruction
Liangliang Nan, Andrei Sharf, Hao Zhang, Daniel Cohen-Or, Baoquan Chen
Article No.: 93
DOI: 10.1145/1778765.1778830

We introduce an interactive tool which enables a user to quickly assemble an architectural model directly over a 3D point cloud acquired from large-scale scanning of an urban scene. The user loosely defines and manipulates simple building blocks,...

Non-local scan consolidation for 3D urban scenes
Qian Zheng, Andrei Sharf, Guowei Wan, Yangyan Li, Niloy J. Mitra, Daniel Cohen-Or, Baoquan Chen
Article No.: 94
DOI: 10.1145/1778765.1778831

Recent advances in scanning technologies, in particular devices that extract depth through active sensing, allow fast scanning of urban scenes. Such rapid acquisition incurs imperfections: large regions remain missing, significant variation in...

Ambient point clouds for view interpolation
Michael Goesele, Jens Ackermann, Simon Fuhrmann, Carsten Haubold, Ronny Klowsky, Drew Steedly, Richard Szeliski
Article No.: 95
DOI: 10.1145/1778765.1778832

View interpolation and image-based rendering algorithms often produce visual artifacts in regions where the 3D scene geometry is erroneous, uncertain, or incomplete. We introduce ambient point clouds constructed from colored pixels with uncertain...

Street slide: browsing street level imagery
Johannes Kopf, Billy Chen, Richard Szeliski, Michael Cohen
Article No.: 96
DOI: 10.1145/1778765.1778833

Systems such as Google Street View and Bing Maps Streetside enable users to virtually visit cities by navigating between immersive 360° panoramas, or bubbles. The discrete moves from bubble to bubble enabled in these systems do not...

Section: Computational photography

Acquisition and analysis of bispectral bidirectional reflectance and reradiation distribution functions
Matthias B. Hullin, Johannes Hanika, Boris Ajdin, Hans-Peter Seidel, Jan Kautz, Hendrik P. A. Lensch
Article No.: 97
DOI: 10.1145/1778765.1778834

In fluorescent materials, light from a certain band of incident wavelengths is reradiated at longer wavelengths, i.e., with a reduced per-photon energy. While fluorescent materials are common in everyday life, they have received little attention...

Manifold bootstrapping for SVBRDF capture
Yue Dong, Jiaping Wang, Xin Tong, John Snyder, Yanxiang Lan, Moshe Ben-Ezra, Baining Guo
Article No.: 98
DOI: 10.1145/1778765.1778835

Manifold bootstrapping is a new method for data-driven modeling of real-world, spatially-varying reflectance, based on the idea that reflectance over a given material sample forms a low-dimensional manifold. It provides a high-resolution result in...

A coaxial optical scanner for synchronous acquisition of 3D geometry and surface reflectance
Michael Holroyd, Jason Lawrence, Todd Zickler
Article No.: 99
DOI: 10.1145/1778765.1778836

We present a novel optical setup and processing pipeline for measuring the 3D geometry and spatially-varying surface reflectance of physical objects. Central to our design is a digital camera and a high frequency spatially-modulated light source...

Smoothed local histogram filters
Michael Kass, Justin Solomon
Article No.: 100
DOI: 10.1145/1778765.1778837

Local image histograms contain a great deal of information useful for applications in computer graphics, computer vision and computational photography. Making use of that information has been challenging because of the expense of computing...

Section: Computational photography

Discrete scale axis representations for 3D geometry
Balint Miklos, Joachim Giesen, Mark Pauly
Article No.: 101
DOI: 10.1145/1778765.1778838

This paper addresses the fundamental problem of computing stable medial representations of 3D shapes. We propose a spatially adaptive classification of geometric features that yields a robust algorithm for generating medial representations...

Learning 3D mesh segmentation and labeling
Evangelos Kalogerakis, Aaron Hertzmann, Karan Singh
Article No.: 102
DOI: 10.1145/1778765.1778839

This paper presents a data-driven approach to simultaneous segmentation and labeling of parts in 3D meshes. An objective function is formulated as a Conditional Random Field model, with terms assessing the consistency of faces with labels, and...

Symmetry factored embedding and distance
Yaron Lipman, Xiaobai Chen, Ingrid Daubechies, Thomas Funkhouser
Article No.: 103
DOI: 10.1145/1778765.1778840

We introduce the Symmetry Factored Embedding (SFE) and the Symmetry Factored Distance (SFD) as new tools to analyze and represent symmetries in a point set. The SFE provides new coordinates in which symmetry is "factored out," and the SFD is the...

A connection between partial symmetry and inverse procedural modeling
Martin Bokeloh, Michael Wand, Hans-Peter Seidel
Article No.: 104
DOI: 10.1145/1778765.1778841

In this paper, we address the problem of inverse procedural modeling: Given a piece of exemplar 3D geometry, we would like to find a set of rules that describe objects that are similar to the exemplar. We consider local similarity, i.e.,...

Section: Computational photography

Efficient yarn-based cloth with adaptive contact linearization
Jonathan M. Kaldor, Doug L. James, Steve Marschner
Article No.: 105
DOI: 10.1145/1778765.1778842

Yarn-based cloth simulation can improve visual quality but at high computational costs due to the reliance on numerous persistent yarn-yarn contacts to generate material behavior. Finding so many contacts in densely interlinked geometry is a...

Stable spaces for real-time clothing
Edilson de Aguiar, Leonid Sigal, Adrien Treuille, Jessica K. Hodgins
Article No.: 106
DOI: 10.1145/1778765.1778843

We present a technique for learning clothing models that enables the simultaneous animation of thousands of detailed garments in real-time. This surprisingly simple conditional model learns and preserves the key dynamic properties of a cloth...

Example-based wrinkle synthesis for clothing animation
Huamin Wang, Florian Hecht, Ravi Ramamoorthi, James F. O'Brien
Article No.: 107
DOI: 10.1145/1778765.1778844

This paper describes a method for animating the appearance of clothing, such as pants or a shirt, that fits closely to a figure's body. Compared to flowing cloth, such as loose dresses or capes, these types of garments involve nearly continuous...

A deformation transformer for real-time cloth animation
Wei-Wen Feng, Yizhou Yu, Byung-Uck Kim
Article No.: 108
DOI: 10.1145/1778765.1778845

Achieving interactive performance in cloth animation has significant implications in computer games and other interactive graphics applications. Although much progress has been made, it is still much desired to have real-time high-quality results...

Section: Computational photography

3D modeling with silhouettes
Alec Rivers, Frédo Durand, Takeo Igarashi
Article No.: 109
DOI: 10.1145/1778765.1778846

We present a new sketch-based modeling approach in which models are interactively designed by drawing their 2D silhouettes from different views. The core idea of our paper is to limit the input to 2D silhouettes, removing the need to explicitly...

Apparent layer operations for the manipulation of deformable objects
Takeo Igarashi, Jun Mitani
Article No.: 110
DOI: 10.1145/1778765.1778847

We introduce layer operations for single-view 3D deformable object manipulation, in which the user can control the depth order of layered 3D objects resting on a flat ground with simple clicks and drags, as in 2D drawing systems. We present two...

Popup: automatic paper architectures from 3D models
Xian-Ying Li, Chao-Hui Shen, Shi-Sheng Huang, Tao Ju, Shi-Min Hu
Article No.: 111
DOI: 10.1145/1778765.1778848

Paper architectures are 3D paper buildings created by folding and cutting. The creation process of paper architecture is often labor-intensive and highly skill-demanding, even with the aid of existing computer-aided design tools. We propose an...

Section: Computational photography

Effects of global illumination approximations on material appearance
Jaroslav Křivánek, James A. Ferwerda, Kavita Bala
Article No.: 112
DOI: 10.1145/1778765.1778849

Rendering applications in design, manufacturing, ecommerce and other fields are used to simulate the appearance of objects and scenes. Fidelity with respect to appearance is often critical, and calculating global illumination (GI) is an important...

Apparent display resolution enhancement for moving images
Piotr Didyk, Elmar Eisemann, Tobias Ritschel, Karol Myszkowski, Hans-Peter Seidel
Article No.: 113
DOI: 10.1145/1778765.1778850

Limited spatial resolution of current displays makes the depiction of very fine spatial details difficult. This work proposes a novel method applied to moving images that takes into account the human visual system and leads to an improved...

Section: Computational photography

A novel algorithm for incompressible flow using only a coarse grid projection
Michael Lentine, Wen Zheng, Ronald Fedkiw
Article No.: 114
DOI: 10.1145/1778765.1778851

Large scale fluid simulation can be difficult using existing techniques due to the high computational cost of using large grids. We present a novel technique for simulating detailed fluids quickly. Our technique coarsens the Eulerian fluid grid...

Filament-based smoke with vortex shedding and variational reconnection
Steffen Weißmann, Ulrich Pinkall
Article No.: 115
DOI: 10.1145/1778765.1778852

Simulating fluids based on vortex filaments is highly attractive for the creation of special effects because it gives artists full control over the simulation using familiar tools like curve editors or the scripted generation of new vortex...

Discrete viscous threads
Miklós Bergou, Basile Audoly, Etienne Vouga, Max Wardetzky, Eitan Grinspun
Article No.: 116
DOI: 10.1145/1778765.1778853

We present a continuum-based discrete model for thin threads of viscous fluid by drawing upon the Rayleigh analogy to elastic rods, demonstrating canonical coiling, folding, and breakup in dynamic simulations. Our derivation emphasizes space-time...

Section: Computational photography

Feature-aligned T-meshes
Ashish Myles, Nico Pietroni, Denis Kovacs, Denis Zorin
Article No.: 117
DOI: 10.1145/1778765.1778854

High-order and regularly sampled surface representations are more efficient and compact than general meshes and considerably simplify many geometric modeling and processing algorithms. A number of recent algorithms for conversion of arbitrary...

A wave-based anisotropic quadrangulation method
Muyang Zhang, Jin Huang, Xinguo Liu, Hujun Bao
Article No.: 118
DOI: 10.1145/1778765.1778855

This paper proposes a new method for remeshing a surface into anisotropically sized quads. The basic idea is to construct a special standing wave on the surface to generate the global quadrilateral structure. This wave based quadrangulation method...

Lp Centroidal Voronoi Tessellation and its applications
Bruno Lévy, Yang Liu
Article No.: 119
DOI: 10.1145/1778765.1778856

This paper introduces Lp-Centroidal Voronoi Tessellation (Lp-CVT), a generalization of CVT that minimizes a higher-order moment of the coordinates on the Voronoi cells. This generalization allows...

Section: Computational photography

Parameterizing subdivision surfaces
Lei He, Scott Schaefer, Kai Hormann
Article No.: 120
DOI: 10.1145/1778765.1778857

We present a method for parameterizing subdivision surfaces in an as-rigid-as-possible fashion. While much work has concentrated on parameterizing polygon meshes, little if any work has focused on subdivision surfaces despite their popularity. We...

A multi-resolution approach to heat kernels on discrete surfaces
Amir Vaxman, Mirela Ben-Chen, Craig Gotsman
Article No.: 121
DOI: 10.1145/1778765.1778858

Studying the behavior of the heat diffusion process on a manifold is emerging as an important tool for analyzing the geometry of the manifold. Unfortunately, the high complexity of the computation of the heat kernel -- the key to the diffusion...

Section: Computational photography

Learning behavior styles with inverse reinforcement learning
Seong Jae Lee, Zoran Popović
Article No.: 122
DOI: 10.1145/1778765.1778859

We present a method for inferring the behavior styles of character controllers from a small set of examples. We show that a rich set of behavior variations can be captured by determining the appropriate reward function in the reinforcement...

A synthetic-vision based steering approach for crowd simulation
Jan Ondřej, Julien Pettré, Anne-Hélène Olivier, Stéphane Donikian
Article No.: 123
DOI: 10.1145/1778765.1778860

In the everyday exercise of controlling their locomotion, humans rely on their optic flow of the perceived environment to achieve collision-free navigation. In crowds, in spite of the complexity of the environment made of numerous obstacles,...

Gesture controllers
Sergey Levine, Philipp Krähenbühl, Sebastian Thrun, Vladlen Koltun
Article No.: 124
DOI: 10.1145/1778765.1778861

We introduce gesture controllers, a method for animating the body language of avatars engaged in live spoken conversation. A gesture controller is an optimal-policy controller that schedules gesture animations in real time based on acoustic...

Section: Computational photography

Multi-scale image harmonization
Kalyan Sunkavalli, Micah K. Johnson, Wojciech Matusik, Hanspeter Pfister
Article No.: 125
DOI: 10.1145/1778765.1778862

Traditional image compositing techniques, such as alpha matting and gradient domain compositing, are used to create composites that have plausible boundaries. But when applied to images taken from different sources or shot under different...

Parametric reshaping of human bodies in images
Shizhe Zhou, Hongbo Fu, Ligang Liu, Daniel Cohen-Or, Xiaoguang Han
Article No.: 126
DOI: 10.1145/1778765.1778863

We present an easy-to-use image retouching technique for realistic reshaping of human bodies in a single image. A model-based approach is taken by integrating a 3D whole-body morphable model into the reshaping process to achieve globally...

Image warps for artistic perspective manipulation
Robert Carroll, Aseem Agarwala, Maneesh Agrawala
Article No.: 127
DOI: 10.1145/1778765.1778864

Painters and illustrators commonly sketch vanishing points and lines to guide the construction of perspective images. We present a tool that gives users the ability to manipulate perspective in photographs using image space controls similar to...

Section: Computational photography

Sampling-based contact-rich motion control
Libin Liu, KangKang Yin, Michiel van de Panne, Tianjia Shao, Weiwei Xu
Article No.: 128
DOI: 10.1145/1778765.1778865

Human motions are the product of internal and external forces, but these forces are very difficult to measure in a general setting. Given a motion capture trajectory, we propose a method to reconstruct its open-loop control and the implicit...

Data-driven biped control
Yoonsang Lee, Sungeun Kim, Jehee Lee
Article No.: 129
DOI: 10.1145/1778765.1781155

We present a dynamic controller to physically simulate under-actuated three-dimensional full-body biped locomotion. Our data-driven controller takes motion capture reference data to reproduce realistic human locomotion through realtime physically...

Generalized biped walking control
Stelian Coros, Philippe Beaudoin, Michiel van de Panne
Article No.: 130
DOI: 10.1145/1778765.1781156

We present a control strategy for physically-simulated walking motions that generalizes well across gait parameters, motion styles, character proportions, and a variety of skills. The control is realtime, requires no character-specific or...

Feature-based locomotion controllers
Martin de Lasa, Igor Mordatch, Aaron Hertzmann
Article No.: 131
DOI: 10.1145/1778765.1781157

This paper introduces an approach to control of physics-based characters based on high-level features of movement, such as center-of-mass, angular momentum, and end-effectors. Objective terms are used to control each feature, and are combined by a...