Graphics (TOG)


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SIGGRAPH '11: ACM SIGGRAPH 2011 papers

Section: Drawing, painting & stylization

ShadowDraw: real-time user guidance for freehand drawing
Yong Jae Lee, C. Lawrence Zitnick, Michael F. Cohen
Article No.: 27
DOI: 10.1145/2010324.1964922

We present ShadowDraw, a system for guiding the freeform drawing of objects. As the user draws, ShadowDraw dynamically updates a shadow image underlying the user's strokes. The shadows are suggestive of object contours that guide the user...

OverCoat: an implicit canvas for 3D painting
Johannes Schmid, Martin Sebastian Senn, Markus Gross, Robert W. Sumner
Article No.: 28
DOI: 10.1145/2010324.1964923

We present a technique to generalize the 2D painting metaphor to 3D that allows the artist to treat the full 3D space as a canvas. Strokes painted in the 2D viewport window must be embedded in 3D space in a way that gives creative freedom to the...

A programmable system for artistic volumetric lighting
Derek Nowrouzezahrai, Jared Johnson, Andrew Selle, Dylan Lacewell, Michael Kaschalk, Wojciech Jarosz
Article No.: 29
DOI: 10.1145/2010324.1964924

We present a method for generating art-directable volumetric effects, ranging from physically-accurate to non-physical results. Our system mimics the way experienced artists think about volumetric effects by using an intuitive lighting primitive,...

Coherent noise for non-photorealistic rendering
Michael Kass, Davide Pesare
Article No.: 30
DOI: 10.1145/2010324.1964925

A wide variety of non-photorealistic rendering techniques make use of random variation in the placement or appearance of primitives. In order to avoid the "shower-door" effect, this random variation should move with the objects in the scene. Here...

Section: Drawing, painting & stylization

Motion capture from body-mounted cameras
Takaaki Shiratori, Hyun Soo Park, Leonid Sigal, Yaser Sheikh, Jessica K. Hodgins
Article No.: 31
DOI: 10.1145/2010324.1964926

Motion capture technology generally requires that recordings be performed in a laboratory or closed stage setting with controlled lighting. This restriction precludes the capture of motions that require an outdoor setting or the traversal of large...

Video-based characters: creating new human performances from a multi-view video database
Feng Xu, Yebin Liu, Carsten Stoll, James Tompkin, Gaurav Bharaj, Qionghai Dai, Hans-Peter Seidel, Jan Kautz, Christian Theobalt
Article No.: 32
DOI: 10.1145/2010324.1964927

We present a method to synthesize plausible video sequences of humans according to user-defined body motions and viewpoints. We first capture a small database of multi-view video sequences of an actor performing various basic motions. This...

Section: Drawing, painting & stylization

Exploration of continuous variability in collections of 3D shapes
Maks Ovsjanikov, Wilmot Li, Leonidas Guibas, Niloy J. Mitra
Article No.: 33
DOI: 10.1145/2010324.1964928

As large public repositories of 3D shapes continue to grow, the amount of shape variability in such collections also increases, both in terms of the number of different classes of shapes, as well as the geometric variability of shapes within each...

Characterizing structural relationships in scenes using graph kernels
Matthew Fisher, Manolis Savva, Pat Hanrahan
Article No.: 34
DOI: 10.1145/2010324.1964929

Modeling virtual environments is a time consuming and expensive task that is becoming increasingly popular for both professional and casual artists. The model density and complexity of the scenes representing these virtual environments is rising...

Probabilistic reasoning for assembly-based 3D modeling
Siddhartha Chaudhuri, Evangelos Kalogerakis, Leonidas Guibas, Vladlen Koltun
Article No.: 35
DOI: 10.1145/2010324.1964930

Assembly-based modeling is a promising approach to broadening the accessibility of 3D modeling. In assembly-based modeling, new models are assembled from shape components extracted from a database. A key challenge in assembly-based modeling is the...

Section: Drawing, painting & stylization

Eulerian solid simulation with contact
David I. W. Levin, Joshua Litven, Garrett L. Jones, Shinjiro Sueda, Dinesh K. Pai
Article No.: 36
DOI: 10.1145/2010324.1964931

Simulating viscoelastic solids undergoing large, nonlinear deformations in close contact is challenging. In addition to inter-object contact, methods relying on Lagrangian discretizations must handle degenerate cases by explicitly remeshing or...

Efficient elasticity for character skinning with contact and collisions
Aleka McAdams, Yongning Zhu, Andrew Selle, Mark Empey, Rasmus Tamstorf, Joseph Teran, Eftychios Sifakis
Article No.: 37
DOI: 10.1145/2010324.1964932

We present a new algorithm for near-interactive simulation of skeleton driven, high resolution elasticity models. Our methodology is used for soft tissue deformation in character animation. The algorithm is based on a novel discretization of...

Toward high-quality modal contact sound
Changxi Zheng, Doug L. James
Article No.: 38
DOI: 10.1145/2010324.1964933

Contact sound models based on linear modal analysis are commonly used with rigid body dynamics. Unfortunately, treating vibrating objects as "rigid" during collision and contact processing fundamentally limits the range of sounds that can be...

Large-scale dynamic simulation of highly constrained strands
Shinjiro Sueda, Garrett L. Jones, David I. W. Levin, Dinesh K. Pai
Article No.: 39
DOI: 10.1145/2010324.1964934

A significant challenge in applications of computer animation is the simulation of ropes, cables, and other highly constrained strandlike physical curves. Such scenarios occur frequently, for instance, when a strand wraps around rigid bodies or...

Section: Drawing, painting & stylization

HDR-VDP-2: a calibrated visual metric for visibility and quality predictions in all luminance conditions
Rafat Mantiuk, Kil Joong Kim, Allan G. Rempel, Wolfgang Heidrich
Article No.: 40
DOI: 10.1145/2010324.1964935

Visual metrics can play an important role in the evaluation of novel lighting, rendering, and imaging algorithms. Unfortunately, current metrics only work well for narrow intensity ranges, and do not correlate well with experimental data outside...

A versatile HDR video production system
Michael D. Tocci, Chris Kiser, Nora Tocci, Pradeep Sen
Article No.: 41
DOI: 10.1145/2010324.1964936

Although High Dynamic Range (HDR) imaging has been the subject of significant research over the past fifteen years, the goal of acquiring cinema-quality HDR images of fast-moving scenes using available components has not yet been achieved. In this...

Perceptually based tone mapping for low-light conditions
Adam G. Kirk, James F. O'Brien
Article No.: 42
DOI: 10.1145/2010324.1964937

In this paper we present a perceptually based algorithm for modeling the color shift that occurs for human viewers in low-light scenes. Known as the Purkinje effect, this color shift occurs as the eye transitions from photopic, cone-mediated...

Illumination decomposition for material recoloring with consistent interreflections
Robert Carroll, Ravi Ramamoorthi, Maneesh Agrawala
Article No.: 43
DOI: 10.1145/2010324.1964938

Changing the color of an object is a basic image editing operation, but a high quality result must also preserve natural shading. A common approach is to first compute reflectance and illumination intrinsic images. Reflectances can then be edited...

Section: Drawing, painting & stylization

Building volumetric appearance models of fabric using micro CT imaging
Shuang Zhao, Wenzel Jakob, Steve Marschner, Kavita Bala
Article No.: 44
DOI: 10.1145/2010324.1964939

The appearance of complex, thick materials like textiles is determined by their 3D structure, and they are incompletely described by surface reflection models alone. While volume scattering can produce highly realistic images of such materials,...

Pocket reflectometry
Peiran Ren, Jiaping Wang, John Snyder, Xin Tong, Baining Guo
Article No.: 45
DOI: 10.1145/2010324.1964940

We present a simple, fast solution for reflectance acquisition using tools that fit into a pocket. Our method captures video of a flat target surface from a fixed video camera lit by a hand-held, moving, linear light source. After processing, we...

Microgeometry capture using an elastomeric sensor
Micah K. Johnson, Forrester Cole, Alvin Raj, Edward H. Adelson
Article No.: 46
DOI: 10.1145/2010324.1964941

We describe a system for capturing microscopic surface geometry. The system extends the retrographic sensor [Johnson and Adelson 2009] to the microscopic domain, demonstrating spatial resolution as small as 2 microns. In contrast to existing...

CATRA: interactive measuring and modeling of cataracts
Vitor F. Pamplona, Erick B. Passos, Jan Zizka, Manuel M. Oliveira, Everett Lawson, Esteban Clua, Ramesh Raskar
Article No.: 47
DOI: 10.1145/2010324.1964942

We introduce an interactive method to assess cataracts in the human eye by crafting an optical solution that measures the perceptual impact of forward scattering on the foveal region. Current solutions rely on highly-trained clinicians to check...

Section: Drawing, painting & stylization

Blue-noise point sampling using kernel density model
Raanan Fattal
Article No.: 48
DOI: 10.1145/2010324.1964943

Stochastic point distributions with blue-noise spectrum are used extensively in computer graphics for various applications such as avoiding aliasing artifacts in ray tracing, halftoning, stippling, etc. In this paper we present a new approach for...

Efficient maximal poisson-disk sampling
Mohamed S. Ebeida, Andrew A. Davidson, Anjul Patney, Patrick M. Knupp, Scott A. Mitchell, John D. Owens
Article No.: 49
DOI: 10.1145/2010324.1964944

We solve the problem of generating a uniform Poisson-disk sampling that is both maximal and unbiased over bounded non-convex domains. To our knowledge this is the first provably correct algorithm with time and space dependent only on...

Differential domain analysis for non-uniform sampling
Li-Yi Wei, Rui Wang
Article No.: 50
DOI: 10.1145/2010324.1964945

Sampling is a core component for many graphics applications including rendering, imaging, animation, and geometry processing. The efficacy of these applications often crucially depends upon the distribution quality of the underlying samples. While...

Filtering solid Gabor noise
Ares Lagae, George Drettakis
Article No.: 51
DOI: 10.1145/2010324.1964946

Solid noise is a fundamental tool in computer graphics. Surprisingly, no existing noise function supports both high-quality antialiasing and continuity across sharp edges. In this paper we show that a slicing approach is required to preserve...

Section: Drawing, painting & stylization

GlobFit: consistently fitting primitives by discovering global relations
Yangyan Li, Xiaokun Wu, Yiorgos Chrysathou, Andrei Sharf, Daniel Cohen-Or, Niloy J. Mitra
Article No.: 52
DOI: 10.1145/2010324.1964947

Given a noisy and incomplete point set, we introduce a method that simultaneously recovers a set of locally fitted primitives along with their global mutual relations. We operate under the assumption that the data corresponds to a man-made...

Texture-lobes for tree modelling
Yotam Livny, Soeren Pirk, Zhanglin Cheng, Feilong Yan, Oliver Deussen, Daniel Cohen-Or, Baoquan Chen
Article No.: 53
DOI: 10.1145/2010324.1964948

We present a lobe-based tree representation for modeling trees. The new representation is based on the observation that the tree's foliage details can be abstracted into canonical geometry structures, termed lobe-textures. We introduce techniques...

Section: Drawing, painting & stylization

High-quality spatio-temporal rendering using semi-analytical visibility
Carl Johan Gribel, Rasmus Barringer, Tomas Akenine-Möller
Article No.: 54
DOI: 10.1145/2010324.1964949

We present a novel visibility algorithm for rendering motion blur with per-pixel anti-aliasing. Our algorithm uses a number of line samples over a rectangular group of pixels, and together with the time dimension, a two-dimensional spatio-temporal...

Temporal light field reconstruction for rendering distribution effects
Jaakko Lehtinen, Timo Aila, Jiawen Chen, Samuli Laine, Frédo Durand
Article No.: 55
DOI: 10.1145/2010324.1964950

Traditionally, effects that require evaluating multidimensional integrals for each pixel, such as motion blur, depth of field, and soft shadows, suffer from noise due to the variance of the high-dimensional integrand. In this paper, we describe a...

Section: Drawing, painting & stylization

A quantized-diffusion model for rendering translucent materials
Eugene D'Eon, Geoffrey Irving
Article No.: 56
DOI: 10.1145/2010324.1964951

We present a new BSSRDF for rendering images of translucent materials. Previous diffusion BSSRDFs are limited by the accuracy of classical diffusion theory. We introduce a modified diffusion theory that is more accurate for highly absorbing...

Section: Drawing, painting & stylization

Interactive and anisotropic geometry processing using the screened Poisson equation
Ming Chuang, Michael Kazhdan
Article No.: 57
DOI: 10.1145/2010324.1964952

We present a general framework for performing geometry filtering through the solution of a screened Poisson equation. We show that this framework can be efficiently adapted to a changing Riemannian metric to support curvature-aware filtering and...

Section: Drawing, painting & stylization

Articulated swimming creatures
Jie Tan, Yuting Gu, Greg Turk, C. Karen Liu
Article No.: 58
DOI: 10.1145/2010324.1964953

We present a general approach to creating realistic swimming behavior for a given articulated creature body. The two main components of our method are creature/fluid simulation and the optimization of the creature motion parameters. We simulate...

Locomotion skills for simulated quadrupeds
Stelian Coros, Andrej Karpathy, Ben Jones, Lionel Reveret, Michiel van de Panne
Article No.: 59
DOI: 10.1145/2010324.1964954

We develop an integrated set of gaits and skills for a physics-based simulation of a quadruped. The motion repertoire for our simulated dog includes walk, trot, pace, canter, transverse gallop, rotary gallop, leaps capable of jumping on-and-off...

Section: Drawing, painting & stylization

Expression flow for 3D-aware face component transfer
Fei Yang, Jue Wang, Eli Shechtman, Lubomir Bourdev, Dimitri Metaxas
Article No.: 60
DOI: 10.1145/2010324.1964955

We address the problem of correcting an undesirable expression on a face photo by transferring local facial components, such as a smiling mouth, from another face photo of the same person which has the desired expression. Direct copying and...

Exploring photobios
Ira Kemelmacher-Shlizerman, Eli Shechtman, Rahul Garg, Steven M. Seitz
Article No.: 61
DOI: 10.1145/2010324.1964956

We present an approach for generating face animations from large image collections of the same person. Such collections, which we call photobios, sample the appearance of a person over changes in pose, facial expression, hairstyle, age, and...

Discrete element textures
Chongyang Ma, Li-Yi Wei, Xin Tong
Article No.: 62
DOI: 10.1145/2010324.1964957

A variety of phenomena can be characterized by repetitive small scale elements within a large scale domain. Examples include a stack of fresh produce, a plate of spaghetti, or a mosaic pattern. Although certain results can be produced via manual...

Section: Drawing, painting & stylization

Color compatibility from large datasets
Peter O'Donovan, Aseem Agarwala, Aaron Hertzmann
Article No.: 63
DOI: 10.1145/2010324.1964958

This paper studies color compatibility theories using large datasets, and develops new tools for choosing colors. There are three parts to this work. First, using on-line datasets, we test new and existing theories of human color preferences. For...

Example-based image color and tone style enhancement
Baoyuan Wang, Yizhou Yu, Ying-Qing Xu
Article No.: 64
DOI: 10.1145/2010324.1964959

Color and tone adjustments are among the most frequent image enhancement operations. We define a color and tone style as a set of explicit or implicit rules governing color and tone adjustments. Our goal in this paper is to learn implicit color...

Switchable primaries using shiftable layers of color filter arrays
Behzad Sajadi, Aditi Majumder, Kazuhiro Hiwada, Atsuto Maki, Ramesh Raskar
Article No.: 65
DOI: 10.1145/2010324.1964960

We present a camera with switchable primaries using shiftable layers of color filter arrays (CFAs). By layering a pair of CMY CFAs in this novel manner we can switch between multiple sets of color primaries (namely RGB, CMY and RGBCY) in the same...

Section: Drawing, painting & stylization

MeshFlow: interactive visualization of mesh construction sequences
Jonathan D. Denning, William B. Kerr, Fabio Pellacini
Article No.: 66
DOI: 10.1145/2010324.1964961

The construction of polygonal meshes remains a complex task in Computer Graphics, taking tens of thousands of individual operations over several hours of modeling time. The complexity of modeling in terms of number of operations and time makes it...

LR: compact connectivity representation for triangle meshes
Topraj Gurung, Mark Luffel, Peter Lindstrom, Jarek Rossignac
Article No.: 67
DOI: 10.1145/2010324.1964962

We propose LR (Laced Ring)---a simple data structure for representing the connectivity of manifold triangle meshes. LR provides the option to store on average either 1.08 references per triangle or 26.2 bits per triangle. Its construction,...

Section: Drawing, painting & stylization

Local Laplacian filters: edge-aware image processing with a Laplacian pyramid
Sylvain Paris, Samuel W. Hasinoff, Jan Kautz
Article No.: 68
DOI: 10.1145/2010324.1964963

The Laplacian pyramid is ubiquitous for decomposing images into multiple scales and is widely used for image analysis. However, because it is constructed with spatially invariant Gaussian kernels, the Laplacian pyramid is widely believed as being...

Domain transform for edge-aware image and video processing
Eduardo S. L. Gastal, Manuel M. Oliveira
Article No.: 69
DOI: 10.1145/2010324.1964964

We present a new approach for performing high-quality edge-preserving filtering of images and videos in real time. Our solution is based on a transform that defines an isometry between curves on the 2D image manifold in 5D and the real line. This...

Non-rigid dense correspondence with applications for image enhancement
Yoav HaCohen, Eli Shechtman, Dan B. Goldman, Dani Lischinski
Article No.: 70
DOI: 10.1145/2010324.1964965

This paper presents a new efficient method for recovering reliable local sets of dense correspondences between two images with some shared content. Our method is designed for pairs of images depicting similar regions acquired by different cameras...

Section: Drawing, painting & stylization

Data-driven elastic models for cloth: modeling and measurement
Huamin Wang, James F. O'Brien, Ravi Ramamoorthi
Article No.: 71
DOI: 10.1145/2010324.1964966

Cloth often has complicated nonlinear, anisotropic elastic behavior due to its woven pattern and fiber properties. However, most current cloth simulation techniques simply use linear and isotropic elastic models with manually selected stiffness...

Example-based elastic materials
Sebastian Martin, Bernhard Thomaszewski, Eitan Grinspun, Markus Gross
Article No.: 72
DOI: 10.1145/2010324.1964967

We propose an example-based approach for simulating complex elastic material behavior. Supplied with a few poses that characterize a given object, our system starts by constructing a space of prefered deformations by means of interpolation. During...

Sparse meshless models of complex deformable solids
François Faure, Benjamin Gilles, Guillaume Bousquet, Dinesh K. Pai
Article No.: 73
DOI: 10.1145/2010324.1964968

A new method to simulate deformable objects with heterogeneous material properties and complex geometries is presented. Given a volumetric map of the material properties and an arbitrary number of control nodes, a distribution of the nodes is...

Section: Drawing, painting & stylization

Leveraging motion capture and 3D scanning for high-fidelity facial performance acquisition
Haoda Huang, Jinxiang Chai, Xin Tong, Hsiang-Tao Wu
Article No.: 74
DOI: 10.1145/2010324.1964969

This paper introduces a new approach for acquiring high-fidelity 3D facial performances with realistic dynamic wrinkles and fine-scale facial details. Our approach leverages state-of-the-art motion capture technology and advanced 3D scanning...

High-quality passive facial performance capture using anchor frames
Thabo Beeler, Fabian Hahn, Derek Bradley, Bernd Bickel, Paul Beardsley, Craig Gotsman, Robert W. Sumner, Markus Gross
Article No.: 75
DOI: 10.1145/2010324.1964970

We present a new technique for passive and markerless facial performance capture based on anchor frames. Our method starts with high resolution per-frame geometry acquisition using state-of-the-art stereo reconstruction, and proceeds to...

Interactive region-based linear 3D face models
J. Rafael Tena, Fernando De la Torre, Iain Matthews
Article No.: 76
DOI: 10.1145/2010324.1964971

Linear models, particularly those based on principal component analysis (PCA), have been used successfully on a broad range of human face-related applications. Although PCA models achieve high compression, they have not been widely used for...

Realtime performance-based facial animation
Thibaut Weise, Sofien Bouaziz, Hao Li, Mark Pauly
Article No.: 77
DOI: 10.1145/2010324.1964972

This paper presents a system for performance-based character animation that enables any user to control the facial expressions of a digital avatar in realtime. The user is recorded in a natural environment using a non-intrusive, commercially...

Section: Drawing, painting & stylization

Bounded biharmonic weights for real-time deformation
Alec Jacobson, Ilya Baran, Jovan Popović, Olga Sorkine
Article No.: 78
DOI: 10.1145/2010324.1964973

Object deformation with linear blending dominates practical use as the fastest approach for transforming raster images, vector graphics, geometric models and animated characters. Unfortunately, linear blending schemes for skeletons or cages are...

Blended intrinsic maps
Vladimir G. Kim, Yaron Lipman, Thomas Funkhouser
Article No.: 79
DOI: 10.1145/2010324.1964974

This paper describes a fully automatic pipeline for finding an intrinsic map between two non-isometric, genus zero surfaces. Our approach is based on the observation that efficient methods exist to search for nearly isometric maps (e.g.,...

Photo-inspired model-driven 3D object modeling
Kai Xu, Hanlin Zheng, Hao Zhang, Daniel Cohen-Or, Ligang Liu, Yueshan Xiong
Article No.: 80
DOI: 10.1145/2010324.1964975

We introduce an algorithm for 3D object modeling where the user draws creative inspiration from an object captured in a single photograph. Our method leverages the rich source of photographs for creative 3D modeling. However, with only a photo as...

Section: Drawing, painting & stylization

Two-scale particle simulation
Barbara Solenthaler, Markus Gross
Article No.: 81
DOI: 10.1145/2010324.1964976

We propose a two-scale method for particle-based fluids that allocates computing resources to regions of the fluid where complex flow behavior emerges. Our method uses a low- and a high-resolution simulation that run at the same time. While in the...

Real-time Eulerian water simulation using a restricted tall cell grid
Nuttapong Chentanez, Matthias Müller
Article No.: 82
DOI: 10.1145/2010324.1964977

We present a new Eulerian fluid simulation method, which allows real-time simulations of large scale three dimensional liquids. Such scenarios have hitherto been restricted to the domain of off-line computation. To reduce computation time we use a...

Guide shapes for high resolution naturalistic liquid simulation
Michael B. Nielsen, Robert Bridson
Article No.: 83
DOI: 10.1145/2010324.1964978

Art direction of high resolution naturalistic liquid simulations is notoriously hard, due to both the chaotic nature of the physics and the computational resources required. Resimulating a scene at higher resolution often produces very different...

Animating fire with sound
Jeffrey N. Chadwick, Doug L. James
Article No.: 84
DOI: 10.1145/2010324.1964979

We propose a practical method for synthesizing plausible fire sounds that are synchronized with physically based fire animations. To enable synthesis of combustion sounds without incurring the cost of time-stepping fluid simulations at audio...

Section: Drawing, painting & stylization

Converting 3D furniture models to fabricatable parts and connectors
Manfred Lau, Akira Ohgawara, Jun Mitani, Takeo Igarashi
Article No.: 85
DOI: 10.1145/2010324.1964980

Although there is an abundance of 3D models available, most of them exist only in virtual simulation and are not immediately usable as physical objects in the real world. We solve the problem of taking as input a 3D model of a man-made object, and...

Make it home: automatic optimization of furniture arrangement
Lap-Fai Yu, Sai-Kit Yeung, Chi-Keung Tang, Demetri Terzopoulos, Tony F. Chan, Stanley J. Osher
Article No.: 86
DOI: 10.1145/2010324.1964981

We present a system that automatically synthesizes indoor scenes realistically populated by a variety of furniture objects. Given examples of sensibly furnished indoor scenes, our system extracts, in advance, hierarchical and spatial relationships...

Interactive furniture layout using interior design guidelines
Paul Merrell, Eric Schkufza, Zeyang Li, Maneesh Agrawala, Vladlen Koltun
Article No.: 87
DOI: 10.1145/2010324.1964982

We present an interactive furniture layout system that assists users by suggesting furniture arrangements that are based on interior design guidelines. Our system incorporates the layout guidelines as terms in a density function and generates...

Section: Drawing, painting & stylization

Scalable and coherent video resizing with per-frame optimization
Yu-Shuen Wang, Jen-Hung Hsiao, Olga Sorkine, Tong-Yee Lee
Article No.: 88
DOI: 10.1145/2010324.1964983

The key to high-quality video resizing is preserving the shape and motion of visually salient objects while remaining temporally-coherent. These spatial and temporal requirements are difficult to reconcile, typically leading existing video...

Tonal stabilization of video
Zeev Farbman, Dani Lischinski
Article No.: 89
DOI: 10.1145/2010324.1964984

This paper presents a method for reducing undesirable tonal fluctuations in video: minute changes in tonal characteristics, such as exposure, color temperature, brightness and contrast in a sequence of frames, which are easily noticeable when the...

Section: Drawing, painting & stylization

Sensitive couture for interactive garment modeling and editing
Nobuyuki Umetani, Danny M. Kaufman, Takeo Igarashi, Eitan Grinspun
Article No.: 90
DOI: 10.1145/2010324.1964985

We present a novel interactive tool for garment design that enables, for the first time, interactive bidirectional editing between 2D patterns and 3D high-fidelity simulated draped forms. This provides a continuous, interactive, and natural design...

Real-time large-deformation substructuring
Jernej Barbič, Yili Zhao
Article No.: 91
DOI: 10.1145/2010324.1964986

This paper shows a method to extend 3D nonlinear elasticity model reduction to open-loop multi-level reduced deformable structures. Given a volumetric mesh, we decompose the mesh into several subdomains, build a reduced deformable model for each...

Solid simulation with oriented particles
Matthias Müller, Nuttapong Chentanez
Article No.: 92
DOI: 10.1145/2010324.1964987

We propose a new fast and robust method to simulate various types of solid including rigid, plastic and soft bodies as well as one, two and three dimensional structures such as ropes, cloth and volumetric objects. The underlying idea is to use...

Physics-inspired upsampling for cloth simulation in games
Ladislav Kavan, Dan Gerszewski, Adam W. Bargteil, Peter-Pike Sloan
Article No.: 93
DOI: 10.1145/2010324.1964988

We propose a method for learning linear upsampling operators for physically-based cloth simulation, allowing us to enrich coarse meshes with mid-scale details in minimal time and memory budgets, as required in computer games. In contrast to...

Section: Drawing, painting & stylization

Computational stereo camera system with programmable control loop
Simon Heinzle, Pierre Greisen, David Gallup, Christine Chen, Daniel Saner, Aljoscha Smolic, Andreas Burg, Wojciech Matusik, Markus Gross
Article No.: 94
DOI: 10.1145/2010324.1964989

Stereoscopic 3D has gained significant importance in the entertainment industry. However, production of high quality stereoscopic content is still a challenging art that requires mastering the complex interplay of human perception, 3D display...

Layered 3D: tomographic image synthesis for attenuation-based light field and high dynamic range displays
Gordon Wetzstein, Douglas Lanman, Wolfgang Heidrich, Ramesh Raskar
Article No.: 95
DOI: 10.1145/2010324.1964990

We develop tomographic techniques for image synthesis on displays composed of compact volumes of light-attenuating material. Such volumetric attenuators recreate a 4D light field or high-contrast 2D image when illuminated by a uniform backlight....

A perceptual model for disparity
Piotr Didyk, Tobias Ritschel, Elmar Eisemann, Karol Myszkowski, Hans-Peter Seidel
Article No.: 96
DOI: 10.1145/2010324.1964991

Binocular disparity is an important cue for the human visual system to recognize spatial layout, both in reality and simulated virtual worlds. This paper introduces a perceptual model of disparity for computer graphics that is used to define a...

Section: Drawing, painting & stylization

Making burr puzzles from 3D models
Shiqing Xin, Chi-Fu Lai, Chi-Wing Fu, Tien-Tsin Wong, Ying He, Daniel Cohen-Or
Article No.: 97
DOI: 10.1145/2010324.1964992

A 3D burr puzzle is a 3D model that consists of interlocking pieces with a single-key property. That is, when the puzzle is assembled, all the pieces are notched except one single key component which remains mobile. The intriguing property of the...

A geometric study of v-style pop-ups: theories and algorithms
Xian-Ying Li, Tao Ju, Yan Gu, Shi-Min Hu
Article No.: 98
DOI: 10.1145/2010324.1964993

Pop-up books are a fascinating form of paper art with intriguing geometric properties. In this paper, we present a systematic study of a simple but common class of pop-ups consisting of patches falling into four parallel groups, which we call...

Depixelizing pixel art
Johannes Kopf, Dani Lischinski
Article No.: 99
DOI: 10.1145/2010324.1964994

We describe a novel algorithm for extracting a resolution-independent vector representation from pixel art images, which enables magnifying the results by an arbitrary amount without image degradation. Our algorithm resolves pixel-scale...

Digital micrography
Ron Maharik, Mikhail Bessmeltsev, Alla Sheffer, Ariel Shamir, Nathan Carr
Article No.: 100
DOI: 10.1145/2010324.1964995

We present an algorithm for creating digital micrography images, or micrograms, a special type of calligrams created from minuscule text. These attractive text-art works successfully combine beautiful images with readable meaningful text....

Section: Drawing, painting & stylization

Circular arc structures
Pengbo Bo, Helmut Pottmann, Martin Kilian, Wenping Wang, Johannes Wallner
Article No.: 101
DOI: 10.1145/2010324.1964996

The most important guiding principle in computational methods for freeform architecture is the balance between cost efficiency on the one hand, and adherence to the design intent on the other. Key issues are the simplicity of supporting and...

Discrete Laplacians on general polygonal meshes
Marc Alexa, Max Wardetzky
Article No.: 102
DOI: 10.1145/2010324.1964997

While the theory and applications of discrete Laplacians on triangulated surfaces are well developed, far less is known about the general polygonal case. We present here a principled approach for constructing geometric discrete...

HOT: Hodge-optimized triangulations
Patrick Mullen, Pooran Memari, Fernando de Goes, Mathieu Desbrun
Article No.: 103
DOI: 10.1145/2010324.1964998

We introduce Hodge-optimized triangulations (HOT), a family of well-shaped primal-dual pairs of complexes designed for fast and accurate computations in computer graphics. Previous work most commonly employs barycentric or circumcentric duals;...

Spin transformations of discrete surfaces
Keenan Crane, Ulrich Pinkall, Peter Schröder
Article No.: 104
DOI: 10.1145/2010324.1964999

We introduce a new method for computing conformal transformations of triangle meshes in R3. Conformal maps are desirable in digital geometry processing because they do not exhibit shear, and therefore preserve texture fidelity as...

Section: Drawing, painting & stylization

Nonlinear revision control for images
Hsiang-Ting Chen, Li-Yi Wei, Chun-Fa Chang
Article No.: 105
DOI: 10.1145/2010324.1965000

Revision control is a vital component of digital project management and has been widely deployed for text files. Binary files, on the other hand, have received relatively less attention. This can be inconvenient for graphics applications that use...

Section: Drawing, painting & stylization

Clipless dual-space bounds for faster stochastic rasterization
Samuli Laine, Timo Aila, Tero Karras, Jaakko Lehtinen
Article No.: 106
DOI: 10.1145/2010324.1965001

We present a novel method for increasing the efficiency of stochastic rasterization of motion and defocus blur. Contrary to earlier approaches, our method is efficient even with the low sampling densities commonly encountered in realtime...

Spark: modular, composable shaders for graphics hardware
Tim Foley, Pat Hanrahan
Article No.: 107
DOI: 10.1145/2010324.1965002

In creating complex real-time shaders, programmers should be able to decompose code into independent, localized modules of their choosing. Current real-time shading languages, however, enforce a fixed decomposition into per-pipeline-stage...

Physically-based real-time lens flare rendering
Matthias Hullin, Elmar Eisemann, Hans-Peter Seidel, Sungkil Lee
Article No.: 108
DOI: 10.1145/2010324.1965003

Lens flare is caused by light passing through a photographic lens system in an unintended way. Often considered a degrading artifact, it has become a crucial component for realistic imagery and an artistic means that can even lead to an increased...