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ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH 2012, Volume 31 Issue 4, July 2012

Keynote: Jane McGonigal
Jane McGonigal
KEYNOTE:
DOI: 10.1145/2185520.2349378

Optimizing locomotion controllers using biologically-based actuators and objectives
Jack M. Wang, Samuel R. Hamner, Scott L. Delp, Vladlen Koltun
Article No.: 25
DOI: 10.1145/2185520.2185521

We present a technique for automatically synthesizing walking and running controllers for physically-simulated 3D humanoid characters. The sagittal hip, knee, and ankle degrees-of-freedom are actuated using a set of eight Hill-type musculotendon...

Soft body locomotion
Jie Tan, Greg Turk, C. Karen Liu
Article No.: 26
DOI: 10.1145/2185520.2185522

We present a physically-based system to simulate and control the locomotion of soft body characters without skeletons. We use the finite element method to simulate the deformation of the soft body, and we instrument a character with muscle fibers...

Video-based 3D motion capture through biped control
Marek Vondrak, Leonid Sigal, Jessica Hodgins, Odest Jenkins
Article No.: 27
DOI: 10.1145/2185520.2185523

Marker-less motion capture is a challenging problem, particularly when only monocular video is available. We estimate human motion from monocular video by recovering three-dimensional controllers capable of implicitly simulating the observed human...

Continuous character control with low-dimensional embeddings
Sergey Levine, Jack M. Wang, Alexis Haraux, Zoran Popović, Vladlen Koltun
Article No.: 28
DOI: 10.1145/2185520.2185524

Interactive, task-guided character controllers must be agile and responsive to user input, while retaining the flexibility to be readily authored and modified by the designer. Central to a method's ease of use is its capacity to synthesize...

Schelling points on 3D surface meshes
Xiaobai Chen, Abulhair Saparov, Bill Pang, Thomas Funkhouser
Article No.: 29
DOI: 10.1145/2185520.2185525

This paper investigates "Schelling points" on 3D meshes, feature points selected by people in a pure coordination game due to their salience. To collect data for this investigation, we designed an online experiment that asked people to select...

Functional maps: a flexible representation of maps between shapes
Maks Ovsjanikov, Mirela Ben-Chen, Justin Solomon, Adrian Butscher, Leonidas Guibas
Article No.: 30
DOI: 10.1145/2185520.2185526

We present a novel representation of maps between pairs of shapes that allows for efficient inference and manipulation. Key to our approach is a generalization of the notion of map that puts in correspondence real-valued functions rather than...

Sketch-based shape retrieval
Mathias Eitz, Ronald Richter, Tamy Boubekeur, Kristian Hildebrand, Marc Alexa
Article No.: 31
DOI: 10.1145/2185520.2185527

We develop a system for 3D object retrieval based on sketched feature lines as input. For objective evaluation, we collect a large number of query sketches from human users that are related to an existing data base of objects. The sketches turn...

Decoupling algorithms from schedules for easy optimization of image processing pipelines
Jonathan Ragan-Kelley, Andrew Adams, Sylvain Paris, Marc Levoy, Saman Amarasinghe, Frédo Durand
Article No.: 32
DOI: 10.1145/2185520.2185528

Using existing programming tools, writing high-performance image processing code requires sacrificing readability, portability, and modularity. We argue that this is a consequence of conflating what computations define the algorithm, with...

Adaptive manifolds for real-time high-dimensional filtering
Eduardo S. L. Gastal, Manuel M. Oliveira
Article No.: 33
DOI: 10.1145/2185520.2185529

We present a technique for performing high-dimensional filtering of images and videos in real time. Our approach produces high-quality results and accelerates filtering by computing the filter's response at a reduced set of sampling points, and...

Practical temporal consistency for image-based graphics applications
Manuel Lang, Oliver Wang, Tunc Aydin, Aljoscha Smolic, Markus Gross
Article No.: 34
DOI: 10.1145/2185520.2185530

We present an efficient and simple method for introducing temporal consistency to a large class of optimization driven image-based computer graphics problems. Our method extends recent work in edge-aware filtering, approximating costly global...

DRAPE: DRessing Any PErson
Peng Guan, Loretta Reiss, David A. Hirshberg, Alexander Weiss, Michael J. Black
Article No.: 35
DOI: 10.1145/2185520.2185531

We describe a complete system for animating realistic clothing on synthetic bodies of any shape and pose without manual intervention. The key component of the method is a model of clothing called DRAPE (DRessing Any PErson) that is learned from a...

Design preserving garment transfer
Remi Brouet, Alla Sheffer, Laurence Boissieux, Marie-Paule Cani
Article No.: 36
DOI: 10.1145/2185520.2185532

We present a fully automatic method for design-preserving transfer of garments between characters with different body shapes. For real-life garments, such transfer is performed through a knowledge intensive and time consuming process, known as...

Stitch meshes for modeling knitted clothing with yarn-level detail
Cem Yuksel, Jonathan M. Kaldor, Doug L. James, Steve Marschner
Article No.: 37
DOI: 10.1145/2185520.2185533

Recent yarn-based simulation techniques permit realistic and efficient dynamic simulation of knitted clothing, but producing the required yarn-level models remains a challenge. The lack of practical modeling techniques significantly limits the...

3D imaging spectroscopy for measuring hyperspectral patterns on solid objects
Min H. Kim, Todd Alan Harvey, David S. Kittle, Holly Rushmeier, Julie Dorsey, Richard O. Prum, David J. Brady
Article No.: 38
DOI: 10.1145/2185520.2185534

Sophisticated methods for true spectral rendering have been developed in computer graphics to produce highly accurate images. In addition to traditional applications in visualizing appearance, such methods have potential applications in many areas...

Primal-dual coding to probe light transport
Matthew O'Toole, Ramesh Raskar, Kiriakos N. Kutulakos
Article No.: 39
DOI: 10.1145/2185520.2185535

We present primal-dual coding, a photography technique that enables direct fine-grain control over which light paths contribute to a photo. We achieve this by projecting a sequence of patterns onto the scene while the sensor is exposed to...

Printing spatially-varying reflectance for reproducing HDR images
Yue Dong, Xin Tong, Fabio Pellacini, Baining Guo
Article No.: 40
DOI: 10.1145/2185520.2185536

We present a solution for viewing high dynamic range (HDR) images with spatially-varying distributions of glossy materials printed on reflective media. Our method exploits appearance variations of the glossy materials in the angular domain to...

Synthesis of detailed hand manipulations using contact sampling
Yuting Ye, C. Karen Liu
Article No.: 41
DOI: 10.1145/2185520.2185537

Capturing human activities that involve both gross full-body motion and detailed hand manipulation of objects is challenging for standard motion capture systems. We introduce a new method for creating natural scenes with such human activities. The...

Eyecatch: simulating visuomotor coordination for object interception
Sang Hoon Yeo, Martin Lesmana, Debanga R. Neog, Dinesh K. Pai
Article No.: 42
DOI: 10.1145/2185520.2185538

We present a novel framework for animating human characters performing fast visually guided tasks, such as catching a ball. The main idea is to consider the coordinated dynamics of sensing and movement. Based on experimental evidence about such...

Discovery of complex behaviors through contact-invariant optimization
Igor Mordatch, Emanuel Todorov, Zoran Popović
Article No.: 43
DOI: 10.1145/2185520.2185539

We present a motion synthesis framework capable of producing a wide variety of important human behaviors that have rarely been studied, including getting up from the ground, crawling, climbing, moving heavy objects, acrobatics (hand-stands in...

How do humans sketch objects?
Mathias Eitz, James Hays, Marc Alexa
Article No.: 44
DOI: 10.1145/2185520.2185540

Humans have used sketching to depict our visual world since prehistoric times. Even today, sketching is possibly the only rendering technique readily available to all humans. This paper is the first large scale exploration of human sketches. We...

CrossShade: shading concept sketches using cross-section curves
Cloud Shao, Adrien Bousseau, Alla Sheffer, Karan Singh
Article No.: 45
DOI: 10.1145/2185520.2185541

We facilitate the creation of 3D-looking shaded production drawings from concept sketches. The key to our approach is a class of commonly used construction curves known as cross-sections, that function as an aid to both sketch creation and...

HelpingHand: example-based stroke stylization
Jingwan Lu, Fisher Yu, Adam Finkelstein, Stephen DiVerdi
Article No.: 46
DOI: 10.1145/2185520.2185542

Digital painters commonly use a tablet and stylus to drive software like Adobe Photoshop. A high quality stylus with 6 degrees of freedom (DOFs: 2D position, pressure, 2D tilt, and 1D rotation) coupled to a virtual brush simulation engine allows...

Fabricating articulated characters from skinned meshes
Moritz Bächer, Bernd Bickel, Doug L. James, Hanspeter Pfister
Article No.: 47
DOI: 10.1145/2185520.2185543

Articulated deformable characters are widespread in computer animation. Unfortunately, we lack methods for their automatic fabrication using modern additive manufacturing (AM) technologies. We propose a method that takes a skinned mesh as input,...

Stress relief: improving structural strength of 3D printable objects
Ondrej Stava, Juraj Vanek, Bedrich Benes, Nathan Carr, Radomír Měch
Article No.: 48
DOI: 10.1145/2185520.2185544

The use of 3D printing has rapidly expanded in the past couple of years. It is now possible to produce 3D-printed objects with exceptionally high fidelity and precision. However, although the quality of 3D printing has improved, both the time to...

Beady: interactive beadwork design and construction
Yuki Igarashi, Takeo Igarashi, Jun Mitani
Article No.: 49
DOI: 10.1145/2185520.2185545

We introduce the interactive system "Beady" to assist the design and construction of customized 3D beadwork. The user first creates a polygonal mesh model called the design model that represents the overall structure of the beadwork. Each edge of...

Plastic trees: interactive self-adapting botanical tree models
Sören Pirk, Ondrej Stava, Julian Kratt, Michel Abdul Massih Said, Boris Neubert, Radomír Měch, Bedrich Benes, Oliver Deussen
Article No.: 50
DOI: 10.1145/2185520.2185546

We present a dynamic tree modeling and representation technique that allows complex tree models to interact with their environment. Our method uses changes in the light distribution and proximity to solid obstacles and other trees as...

Reconstructing the indirect light field for global illumination
Jaakko Lehtinen, Timo Aila, Samuli Laine, Frédo Durand
Article No.: 51
DOI: 10.1145/2185520.2185547

Stochastic techniques for rendering indirect illumination suffer from noise due to the variance in the integrand. In this paper, we describe a general reconstruction technique that exploits anisotropy in the light field and permits efficient reuse...

Stochastic tomography and its applications in 3D imaging of mixing fluids
James Gregson, Michael Krimerman, Matthias B. Hullin, Wolfgang Heidrich
Article No.: 52
DOI: 10.1145/2185520.2185548

We present a novel approach for highly detailed 3D imaging of turbulent fluid mixing behaviors. The method is based on visible light computed tomography, and is made possible by a new stochastic tomographic reconstruction algorithm based on random...

Tracking surfaces with evolving topology
Morten Bojsen-Hansen, Hao Li, Chris Wojtan
Article No.: 53
DOI: 10.1145/2185520.2185549

We present a method for recovering a temporally coherent, deforming triangle mesh with arbitrarily changing topology from an incoherent sequence of static closed surfaces. We solve this problem using the surface geometry alone, without any prior...

Exploring collections of 3D models using fuzzy correspondences
Vladimir G. Kim, Wilmot Li, Niloy J. Mitra, Stephen DiVerdi, Thomas Funkhouser
Article No.: 54
DOI: 10.1145/2185520.2185550

Large collections of 3D models from the same object class (e.g., chairs, cars, animals) are now commonly available via many public repositories, but exploring the range of shape variations across such collections remains a challenging task. In...

A probabilistic model for component-based shape synthesis
Evangelos Kalogerakis, Siddhartha Chaudhuri, Daphne Koller, Vladlen Koltun
Article No.: 55
DOI: 10.1145/2185520.2185551

We present an approach to synthesizing shapes from complex domains, by identifying new plausible combinations of components from existing shapes. Our primary contribution is a new generative model of component-based shape structure. The model...

Synthesizing open worlds with constraints using locally annealed reversible jump MCMC
Yi-Ting Yeh, Lingfeng Yang, Matthew Watson, Noah D. Goodman, Pat Hanrahan
Article No.: 56
DOI: 10.1145/2185520.2185552

We present a novel Markov chain Monte Carlo (MCMC) algorithm that generates samples from transdimensional distributions encoding complex constraints. We use factor graphs, a type of graphical model, to encode constraints as factors. Our proposed...

Fit and diverse: set evolution for inspiring 3D shape galleries
Kai Xu, Hao Zhang, Daniel Cohen-Or, Baoquan Chen
Article No.: 57
DOI: 10.1145/2185520.2185553

We introduce set evolution as a means for creative 3D shape modeling, where an initial population of 3D models is evolved to produce generations of novel shapes. Part of the evolving set is presented to a user as a shape gallery to offer...

Manifold exploration: a Markov Chain Monte Carlo technique for rendering scenes with difficult specular transport
Wenzel Jakob, Steve Marschner
Article No.: 58
DOI: 10.1145/2185520.2185554

It is a long-standing problem in unbiased Monte Carlo methods for rendering that certain difficult types of light transport paths, particularly those involving viewing and illumination along paths containing specular or glossy surfaces, cause...

Bidirectional lightcuts
Bruce Walter, Pramook Khungurn, Kavita Bala
Article No.: 59
DOI: 10.1145/2185520.2185555

Scenes modeling the real-world combine a wide variety of phenomena including glossy materials, detailed heterogeneous anisotropic media, subsurface scattering, and complex illumination. Predictive rendering of such scenes is difficult; unbiased...

Virtual ray lights for rendering scenes with participating media
Jan Novák, Derek Nowrouzezahrai, Carsten Dachsbacher, Wojciech Jarosz
Article No.: 60
DOI: 10.1145/2185520.2185556

We present an efficient many-light algorithm for simulating indirect illumination in, and from, participating media. Instead of creating discrete virtual point lights (VPLs) at vertices of random-walk paths, we present a continuous generalization...

Ghost SPH for animating water
Hagit Schechter, Robert Bridson
Article No.: 61
DOI: 10.1145/2185520.2185557

We propose a new ghost fluid approach for free surface and solid boundary conditions in Smoothed Particle Hydrodynamics (SPH) liquid simulations. Prior methods either suffer from a spurious numerical surface tension artifact or drift away from the...

Versatile rigid-fluid coupling for incompressible SPH
Nadir Akinci, Markus Ihmsen, Gizem Akinci, Barbara Solenthaler, Matthias Teschner
Article No.: 62
DOI: 10.1145/2185520.2185558

We propose a momentum-conserving two-way coupling method of SPH fluids and arbitrary rigid objects based on hydrodynamic forces. Our approach samples the surface of rigid bodies with boundary particles that interact with the fluid, preventing...

Animating bubble interactions in a liquid foam
Oleksiy Busaryev, Tamal K. Dey, Huamin Wang, Zhong Ren
Article No.: 63
DOI: 10.1145/2185520.2185559

Bubbles and foams are important features of liquid surface phenomena, but they are difficult to animate due to their thin films and complex interactions in the real world. In particular, small bubbles (having diameter <1cm) in a dense foam are...

Video deblurring for hand-held cameras using patch-based synthesis
Sunghyun Cho, Jue Wang, Seungyong Lee
Article No.: 64
DOI: 10.1145/2185520.2185560

Videos captured by hand-held Cameras often contain significant camera shake, causing many frames to be blurry. Restoring shaky videos not only requires smoothing the camera motion and stabilizing the content, but also demands removing blur from...

Eulerian video magnification for revealing subtle changes in the world
Hao-Yu Wu, Michael Rubinstein, Eugene Shih, John Guttag, Frédo Durand, William Freeman
Article No.: 65
DOI: 10.1145/2185520.2185561

Our goal is to reveal temporal variations in videos that are difficult or impossible to see with the naked eye and display them in an indicative manner. Our method, which we call Eulerian Video Magnification, takes a standard video sequence as...

Selectively de-animating video
Jiamin Bai, Aseem Agarwala, Maneesh Agrawala, Ravi Ramamoorthi
Article No.: 66
DOI: 10.1145/2185520.2185562

We present a semi-automated technique for selectively deanimating video to remove the large-scale motions of one or more objects so that other motions are easier to see. The user draws strokes to indicate the regions of the video that...

Tools for placing cuts and transitions in interview video
Floraine Berthouzoz, Wilmot Li, Maneesh Agrawala
Article No.: 67
DOI: 10.1145/2185520.2185563

We present a set of tools designed to help editors place cuts and create transitions in interview video. To help place cuts, our interface links a text transcript of the video to the corresponding locations in the raw footage. It also visualizes...

Videoscapes: exploring sparse, unstructured video collections
James Tompkin, Kwang In Kim, Jan Kautz, Christian Theobalt
Article No.: 68
DOI: 10.1145/2185520.2185564

The abundance of mobile devices and digital cameras with video capture makes it easy to obtain large collections of video clips that contain the same location, environment, or event. However, such an unstructured collection is difficult to...

Deformable objects alive!
Stelian Coros, Sebastian Martin, Bernhard Thomaszewski, Christian Schumacher, Robert Sumner, Markus Gross
Article No.: 69
DOI: 10.1145/2185520.2185565

We present a method for controlling the motions of active deformable characters. As an underlying principle, we require that all motions be driven by internal deformations. We achieve this by dynamically adapting rest shapes in order to...

Interactive editing of deformable simulations
Jernej Barbič, Funshing Sin, Eitan Grinspun
Article No.: 70
DOI: 10.1145/2185520.2185566

We present an interactive animation editor for complex deformable object animations. Given an existing animation, the artist directly manipulates the deformable body at any time frame, and the surrounding animation immediately adjusts in response....

Interactive spacetime control of deformable objects
Klaus Hildebrandt, Christian Schulz, Christoph von Tycowicz, Konrad Polthier
Article No.: 71
DOI: 10.1145/2185520.2185567

Creating motions of objects or characters that are physically plausible and follow an animator's intent is a key task in computer animation. The spacetime constraints paradigm is a valuable approach to this problem, but it suffers from high...

Rig-space physics
Fabian Hahn, Sebastian Martin, Bernhard Thomaszewski, Robert Sumner, Stelian Coros, Markus Gross
Article No.: 72
DOI: 10.1145/2185520.2185568

We present a method that brings the benefits of physics-based simulations to traditional animation pipelines. We formulate the equations of motions in the subspace of deformations defined by an animator's rig. Our framework fits seamlessly into...

Gabor noise by example
Bruno Galerne, Ares Lagae, Sylvain Lefebvre, George Drettakis
Article No.: 73
DOI: 10.1145/2185520.2185569

Procedural noise is a fundamental tool in Computer Graphics. However, designing noise patterns is hard. In this paper, we present Gabor noise by example, a method to estimate the parameters of bandwidth-quantized Gabor noise, a procedural...

Diffusion curve textures for resolution independent texture mapping
Xin Sun, Guofu Xie, Yue Dong, Stephen Lin, Weiwei Xu, Wencheng Wang, Xin Tong, Baining Guo
Article No.: 74
DOI: 10.1145/2185520.2185570

We introduce a vector representation called diffusion curve textures for mapping diffusion curve images (DCI) onto arbitrary surfaces. In contrast to the original implicit representation of DCIs [Orzan et al. 2008], where determining...

Structure-aware synthesis for predictive woven fabric appearance
Shuang Zhao, Wenzel Jakob, Steve Marschner, Kavita Bala
Article No.: 75
DOI: 10.1145/2185520.2185571

Woven fabrics have a wide range of appearance determined by their small-scale 3D structure. Accurately modeling this structural detail can produce highly realistic renderings of fabrics and is critical for predictive rendering of fabric...

Point sampling with general noise spectrum
Yahan Zhou, Haibin Huang, Li-Yi Wei, Rui Wang
Article No.: 76
DOI: 10.1145/2185520.2185572

Point samples with different spectral noise properties (often defined using color names such as white, blue, green, and red) are important for many science and engineering disciplines including computer graphics. While existing techniques can...

Fast automatic skinning transformations
Alec Jacobson, Ilya Baran, Ladislav Kavan, Jovan Popović, Olga Sorkine
Article No.: 77
DOI: 10.1145/2185520.2185573

Skinning transformations are a popular way to articulate shapes and characters. However, traditional animation interfaces require all of the skinning transformations to be specified explicitly, typically using a control structure (a rig). We...

An algebraic model for parameterized shape editing
Martin Bokeloh, Michael Wand, Hans-Peter Seidel, Vladlen Koltun
Article No.: 78
DOI: 10.1145/2185520.2185574

We present an approach to high-level shape editing that adapts the structure of the shape while maintaining its global characteristics. Our main contribution is a new algebraic model of shape structure that characterizes shapes in terms of linked...

Edge-guided resolution enhancement in projectors via optical pixel sharing
Behzad Sajadi, M. Gopi, Aditi Majumder
Article No.: 79
DOI: 10.1145/2185520.2185575

Digital projection technology has improved significantly in recent years. But, the relationship of cost with respect to available resolution in projectors is still super-linear. In this paper, we present a method that uses projector light...

Tensor displays: compressive light field synthesis using multilayer displays with directional backlighting
Gordon Wetzstein, Douglas Lanman, Matthew Hirsch, Ramesh Raskar
Article No.: 80
DOI: 10.1145/2185520.2185576

We introduce tensor displays: a family of compressive light field displays comprising all architectures employing a stack of time-multiplexed, light-attenuating layers illuminated by uniform or directional backlighting (i.e., any low-resolution...

Tailored displays to compensate for visual aberrations
Vitor F. Pamplona, Manuel M. Oliveira, Daniel G. Aliaga, Ramesh Raskar
Article No.: 81
DOI: 10.1145/2185520.2185577

We introduce tailored displays that enhance visual acuity by decomposing virtual objects and placing the resulting anisotropic pieces into the subject's focal range. The goal is to free the viewer from needing wearable optical corrections when...

Image melding: combining inconsistent images using patch-based synthesis
Soheil Darabi, Eli Shechtman, Connelly Barnes, Dan B. Goldman, Pradeep Sen
Article No.: 82
DOI: 10.1145/2185520.2185578

Current methods for combining two different images produce visible artifacts when the sources have very different textures and structures. We present a new method for synthesizing a transition region between two source images, such that...

Panorama weaving: fast and flexible seam processing
Brian Summa, Julien Tierny, Valerio Pascucci
Article No.: 83
DOI: 10.1145/2185520.2185579

A fundamental step in stitching several pictures to form a larger mosaic is the computation of boundary seams that minimize the visual artifacts in the transition between images. Current seam computation algorithms use optimization methods that...

Understanding and improving the realism of image composites
Su Xue, Aseem Agarwala, Julie Dorsey, Holly Rushmeier
Article No.: 84
DOI: 10.1145/2185520.2185580

Compositing is one of the most commonly performed operations in computer graphics. A realistic composite requires adjusting the appearance of the foreground and background so that they appear compatible; unfortunately, this task is challenging and...

Robust modeling of constant mean curvature surfaces
Hao Pan, Yi-King Choi, Yang Liu, Wenchao Hu, Qiang Du, Konrad Polthier, Caiming Zhang, Wenping Wang
Article No.: 85
DOI: 10.1145/2185520.2185581

We present a new method for modeling discrete constant mean curvature (CMC) surfaces, which arise frequently in nature and are highly demanded in architecture and other engineering applications. Our method is based on a novel use of the CVT...

Guided exploration of physically valid shapes for furniture design
Nobuyuki Umetani, Takeo Igarashi, Niloy J. Mitra
Article No.: 86
DOI: 10.1145/2185520.2185582

Geometric modeling and the physical validity of shapes are traditionally considered independently. This makes creating aesthetically pleasing yet physically valid models challenging. We propose an interactive design framework for efficient and...

Design of self-supporting surfaces
Etienne Vouga, Mathias Höbinger, Johannes Wallner, Helmut Pottmann
Article No.: 87
DOI: 10.1145/2185520.2185583

Self-supporting masonry is one of the most ancient and elegant techniques for building curved shapes. Because of the very geometric nature of their failure, analyzing and modeling such strutures is more a geometry processing problem than one of...

Position-correcting tools for 2D digital fabrication
Alec Rivers, Ilan E. Moyer, Frédo Durand
Article No.: 88
DOI: 10.1145/2185520.2185584

Many kinds of digital fabrication are accomplished by precisely moving a tool along a digitally-specified path. This precise motion is typically accomplished fully automatically using a computer-controlled multi-axis stage. With that approach, one...

REVEL: tactile feedback technology for augmented reality
Olivier Bau, Ivan Poupyrev
Article No.: 89
DOI: 10.1145/2185520.2185585

REVEL is an augmented reality (AR) tactile technology that allows for change to the tactile feeling of real objects by augmenting them with virtual tactile textures using a device worn by the user. Unlike previous attempts to enhance AR...

Push it real: perceiving causality in virtual interactions
Ludovic Hoyet, Rachel McDonnell, Carol O'Sullivan
Article No.: 90
DOI: 10.1145/2185520.2185586

With recent advances in real-time graphics technology, more realistic, believable and appealing virtual characters are needed than ever before. Both player-controlled avatars and non-player characters are now starting to interact with the...

Render me real?: investigating the effect of render style on the perception of animated virtual humans
Rachel McDonnell, Martin Breidt, Heinrich H. Bülthoff
Article No.: 91
DOI: 10.1145/2185520.2185587

The realistic depiction of lifelike virtual humans has been the goal of many movie makers in the last decade. Recently, films such as Tron: Legacy and The Curious Case of Benjamin Button have produced highly realistic characters. In...

Highlight microdisparity for improved gloss depiction
Krzysztof Templin, Piotr Didyk, Tobias Ritschel, Karol Myszkowski, Hans-Peter Seidel
Article No.: 92
DOI: 10.1145/2185520.2185588

Human stereo perception of glossy materials is substantially different from the perception of diffuse surfaces: A single point on a diffuse object appears the same for both eyes, whereas it appears different to both eyes on a specular object. As...

Binocular tone mapping
Xuan Yang, Linling Zhang, Tien-Tsin Wong, Pheng-Ann Heng
Article No.: 93
DOI: 10.1145/2185520.2185589

By extending from monocular displays to binocular displays, one additional image domain is introduced. Existing binocular display systems only utilize this additional image domain for stereopsis. Our human vision is not only able to fuse two...

Surface flows for image-based shading design
Romain Vergne, Pascal Barla, Roland W. Fleming, Xavier Granier
Article No.: 94
DOI: 10.1145/2185520.2185590

We present a novel method for producing convincing pictures of shaded objects based entirely on 2D image operations. This approach, which we call image-based shading design, offers direct artistic control in the picture plane by deforming...

An analytic model for full spectral sky-dome radiance
Lukas Hosek, Alexander Wilkie
Article No.: 95
DOI: 10.1145/2185520.2185591

We present a physically-based analytical model of the daytime sky. Based on the results of a first-principles brute force simulation of radiative transfer in the atmosphere, we use the same general approach of fitting basis function coefficients...

Efficient geometrically exact continuous collision detection
Tyson Brochu, Essex Edwards, Robert Bridson
Article No.: 96
DOI: 10.1145/2185520.2185592

Continuous collision detection (CCD) between deforming triangle mesh elements in 3D is a critical tool for many applications. The standard method involving a cubic polynomial solver is vulnerable to rounding error, requiring the use of ad...

Adaptive image-based intersection volume
Bin Wang, François Faure, Dinesh K. Pai
Article No.: 97
DOI: 10.1145/2185520.2185593

A method for image-based contact detection and modeling, with guaranteed precision on the intersection volume, is presented. Unlike previous image-based methods, our method optimizes a nonuniform ray sampling resolution and allows precise control...

Energy-based self-collision culling for arbitrary mesh deformations
Changxi Zheng, Doug L. James
Article No.: 98
DOI: 10.1145/2185520.2185594

In this paper, we accelerate self-collision detection (SCD) for a deforming triangle mesh by exploiting the idea that a mesh cannot self collide unless it deforms enough. Unlike prior work on subspace self-collision culling which is restricted to...

Interactive images: cuboid proxies for smart image manipulation
Youyi Zheng, Xiang Chen, Ming-Ming Cheng, Kun Zhou, Shi-Min Hu, Niloy J. Mitra
Article No.: 99
DOI: 10.1145/2185520.2185595

Images are static and lack important depth information about the underlying 3D scenes. We introduce interactive images in the context of man-made environments wherein objects are simple and regular, share various non-local relations (e.g.,...

Image-based rendering for scenes with reflections
Sudipta N. Sinha, Johannes Kopf, Michael Goesele, Daniel Scharstein, Richard Szeliski
Article No.: 100
DOI: 10.1145/2185520.2185596

We present a system for image-based modeling and rendering of real-world scenes containing reflective and glossy surfaces. Previous approaches to image-based rendering assume that the scene can be approximated by 3D proxies that enable view...

What makes Paris look like Paris?
Carl Doersch, Saurabh Singh, Abhinav Gupta, Josef Sivic, Alexei A. Efros
Article No.: 101
DOI: 10.1145/2185520.2185597

Given a large repository of geotagged imagery, we seek to automatically find visual elements, e. g. windows, balconies, and street signs, that are most distinctive for a certain geo-spatial area, for example the city of Paris. This is a...

Motion-driven concatenative synthesis of cloth sounds
Steven S. An, Doug L. James, Steve Marschner
Article No.: 102
DOI: 10.1145/2185520.2185598

We present a practical data-driven method for automatically synthesizing plausible soundtracks for physics-based cloth animations running at graphics rates. Given a cloth animation, we analyze the deformations and use motion events to drive...

Precomputed acceleration noise for improved rigid-body sound
Jeffrey N. Chadwick, Changxi Zheng, Doug L. James
Article No.: 103
DOI: 10.1145/2185520.2185599

We introduce an efficient method for synthesizing acceleration noise -- sound produced when an object experiences abrupt rigid-body acceleration due to collisions or other contact events. We approach this in two main steps. First, we estimate...

Underwater rigid body dynamics
Steffen Weißmann, Ulrich Pinkall
Article No.: 104
DOI: 10.1145/2185520.2185600

We show that the motion of rigid bodies under water can be realistically simulated by replacing the usual inertia tensor and scalar mass by the so-called Kirchhoff tensor. This allows us to model fluid-body interaction without simulating the...

Mass splitting for jitter-free parallel rigid body simulation
Richard Tonge, Feodor Benevolenski, Andrey Voroshilov
Article No.: 105
DOI: 10.1145/2185520.2185601

We present a parallel iterative rigid body solver that avoids common artifacts at low iteration counts. In large or real-time simulations, iteration is often terminated before convergence to maximize scene size. If the distribution of the...

Reflections on simultaneous impact
Breannan Smith, Danny M. Kaufman, Etienne Vouga, Rasmus Tamstorf, Eitan Grinspun
Article No.: 106
DOI: 10.1145/2185520.2185602

Resolving simultaneous impacts is an open and significant problem in collision response modeling. Existing algorithms in this domain fail to fulfill at least one of five physical desiderata. To address this we present a simple generalized impact...

Continuous penalty forces
Min Tang, Dinesh Manocha, Miguel A. Otaduy, Ruofeng Tong
Article No.: 107
DOI: 10.1145/2185520.2185603

We present a simple algorithm to compute continuous penalty forces to determine collision response between rigid and deformable models bounded by triangle meshes. Our algorithm computes a well-behaved solution in contrast to the traditional...

Bounded distortion mapping spaces for triangular meshes
Yaron Lipman
Article No.: 108
DOI: 10.1145/2185520.2185604

The problem of mapping triangular meshes into the plane is fundamental in geometric modeling, where planar deformations and surface parameterizations are two prominent examples. Current methods for triangular mesh mappings cannot, in general,...

Global parametrization by incremental flattening
Ashish Myles, Denis Zorin
Article No.: 109
DOI: 10.1145/2185520.2185605

Global parametrization of surfaces requires singularities (cones) to keep distortion minimal. We describe a method for finding cone locations and angles and an algorithm for global parametrization which aim to produce seamless parametrizations...

Dual loops meshing: quality quad layouts on manifolds
Marcel Campen, David Bommes, Leif Kobbelt
Article No.: 110
DOI: 10.1145/2185520.2185606

We present a theoretical framework and practical method for the automatic construction of simple, all-quadrilateral patch layouts on manifold surfaces. The resulting layouts are coarse, surface-embedded cell complexes well adapted to the geometric...

Fields on symmetric surfaces
Daniele Panozzo, Yaron Lipman, Enrico Puppo, Denis Zorin
Article No.: 111
DOI: 10.1145/2185520.2185607

Direction fields, line fields and cross fields are used in a variety of computer graphics applications ranging from non-photorealistic rendering to remeshing. In many cases, it is desirable that fields adhere to symmetry, which is predominant in...

Lagrangian vortex sheets for animating fluids
Tobias Pfaff, Nils Thuerey, Markus Gross
Article No.: 112
DOI: 10.1145/2185520.2185608

Buoyant turbulent smoke plumes with a sharp smoke-air interface, such as volcanic plumes, are notoriously hard to simulate. The surface clearly shows small-scale turbulent structures which are costly to resolve. In addition, the turbulence onset...

Discrete viscous sheets
Christopher Batty, Andres Uribe, Basile Audoly, Eitan Grinspun
Article No.: 113
DOI: 10.1145/2185520.2185609

We present the first reduced-dimensional technique to simulate the dynamics of thin sheets of viscous incompressible liquid in three dimensions. Beginning from a discrete Lagrangian model for elastic thin shells, we apply the Stokes-Rayleigh...

Object-space multiphase implicit functions
Zhan Yuan, Yizhou Yu, Wenping Wang
Article No.: 114
DOI: 10.1145/2185520.2185610

Implicit functions have a wide range of applications in entertainment, engineering and medical imaging. A standard two-phase implicit function only represents the interior and exterior of a single object. To facilitate solid modeling of...

Discrete bi-Laplacians and biharmonic b-splines
Powei Feng, Joe Warren
Article No.: 115
DOI: 10.1145/2185520.2185611

Divided differences play a fundamental role in the construction of univariate B-splines over irregular knot sequences. Unfortunately, generalizations of divided differences to irregular knot geometries on two-dimensional domains are quite limited....

Single-view hair modeling for portrait manipulation
Menglei Chai, Lvdi Wang, Yanlin Weng, Yizhou Yu, Baining Guo, Kun Zhou
Article No.: 116
DOI: 10.1145/2185520.2185612

Human hair is known to be very difficult to model or reconstruct. In this paper, we focus on applications related to portrait manipulation and take an application-driven approach to hair modeling. To enable an average user to achieve interesting...

Coupled 3D reconstruction of sparse facial hair and skin
Thabo Beeler, Bernd Bickel, Gioacchino Noris, Paul Beardsley, Steve Marschner, Robert W. Sumner, Markus Gross
Article No.: 117
DOI: 10.1145/2185520.2185613

Although facial hair plays an important role in individual expression, facial-hair reconstruction is not addressed by current face-capture systems. Our research addresses this limitation with an algorithm that treats hair and skin surface capture...

Physical face cloning
Bernd Bickel, Peter Kaufmann, Mélina Skouras, Bernhard Thomaszewski, Derek Bradley, Thabo Beeler, Phil Jackson, Steve Marschner, Wojciech Matusik, Markus Gross
Article No.: 118
DOI: 10.1145/2185520.2185614

We propose a complete process for designing, simulating, and fabricating synthetic skin for an animatronics character that mimics the face of a given subject and its expressions. The process starts with measuring the elastic properties of a...