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ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012, Volume 31 Issue 6, November 2012



Section: Physical models

Motion-guided mechanical toy modeling
Lifeng Zhu, Weiwei Xu, John Snyder, Yang Liu, Guoping Wang, Baining Guo
Article No.: 127
DOI: 10.1145/2366145.2366146

We introduce a new method to synthesize mechanical toys solely from the motion of their features. The designer specifies the geometry and a time-varying rotation and translation of each rigid feature component. Our algorithm automatically...

Recursive interlocking puzzles
Peng Song, Chi-Wing Fu, Daniel Cohen-Or
Article No.: 128
DOI: 10.1145/2366145.2366147

Interlocking puzzles are very challenging geometric problems with the fascinating property that once we solve one by putting together the puzzle pieces, the puzzle pieces interlock with one another, preventing the assembly from falling apart....

Chopper: partitioning models into 3D-printable parts
Linjie Luo, Ilya Baran, Szymon Rusinkiewicz, Wojciech Matusik
Article No.: 129
DOI: 10.1145/2366145.2366148

3D printing technology is rapidly maturing and becoming ubiquitous. One of the remaining obstacles to wide-scale adoption is that the object to be printed must fit into the working volume of the 3D printer. We propose a framework, called Chopper,...

3D-printing of non-assembly, articulated models
Jacques Calì, Dan A. Calian, Cristina Amati, Rebecca Kleinberger, Anthony Steed, Jan Kautz, Tim Weyrich
Article No.: 130
DOI: 10.1145/2366145.2366149

Additive manufacturing (3D printing) is commonly used to produce physical models for a wide variety of applications, from archaeology to design. While static models are directly supported, it is desirable to also be able to print models with...

Section: Physical models

Quality prediction for image completion
Johannes Kopf, Wolf Kienzle, Steven Drucker, Sing Bing Kang
Article No.: 131
DOI: 10.1145/2366145.2366150

We present a data-driven method to predict the quality of an image completion method. Our method is based on the state-of-the-art non-parametric framework of Wexler et al. [2007]. It uses automatically derived search space constraints for...

Manifold preserving edit propagation
Xiaowu Chen, Dongqing Zou, Qinping Zhao, Ping Tan
Article No.: 132
DOI: 10.1145/2366145.2366151

We propose a novel edit propagation algorithm for interactive image and video manipulations. Our approach uses the locally linear embedding (LLE) to represent each pixel as a linear combination of its neighbors in a feature space. While previous...

Sparse PDF maps for non-linear multi-resolution image operations
Markus Hadwiger, Ronell Sicat, Johanna Beyer, Jens Krüger, Torsten Möller
Article No.: 133
DOI: 10.1145/2366145.2366152

We introduce a new type of multi-resolution image pyramid for high-resolution images called sparse pdf maps (sPDF-maps). Each pyramid level consists of a sparse encoding of continuous probability density functions (pdfs) of pixel...

DressUp!: outfit synthesis through automatic optimization
Lap-Fai Yu, Sai-Kit Yeung, Demetri Terzopoulos, Tony F. Chan
Article No.: 134
DOI: 10.1145/2366145.2366153

We present an automatic optimization approach to outfit synthesis. Given the hair color, eye color, and skin color of the input body, plus a wardrobe of clothing items, our outfit synthesis system suggests a set of outfits subject to a particular...

Section: Physical models

Example-based synthesis of 3D object arrangements
Matthew Fisher, Daniel Ritchie, Manolis Savva, Thomas Funkhouser, Pat Hanrahan
Article No.: 135
DOI: 10.1145/2366145.2366154

We present a method for synthesizing 3D object arrangements from examples. Given a few user-provided examples, our system can synthesize a diverse set of plausible new scenes by learning from a larger scene database. We rely on three novel...

An interactive approach to semantic modeling of indoor scenes with an RGBD camera
Tianjia Shao, Weiwei Xu, Kun Zhou, Jingdong Wang, Dongping Li, Baining Guo
Article No.: 136
DOI: 10.1145/2366145.2366155

We present an interactive approach to semantic modeling of indoor scenes with a consumer-level RGBD camera. Using our approach, the user first takes an RGBD image of an indoor scene, which is automatically segmented into a set of regions with...

A search-classify approach for cluttered indoor scene understanding
Liangliang Nan, Ke Xie, Andrei Sharf
Article No.: 137
DOI: 10.1145/2366145.2366156

We present an algorithm for recognition and reconstruction of scanned 3D indoor scenes. 3D indoor reconstruction is particularly challenging due to object interferences, occlusions and overlapping which yield incomplete yet very complex scene...

Acquiring 3D indoor environments with variability and repetition
Young Min Kim, Niloy J. Mitra, Dong-Ming Yan, Leonidas Guibas
Article No.: 138
DOI: 10.1145/2366145.2366157

Large-scale acquisition of exterior urban environments is by now a well-established technology, supporting many applications in search, navigation, and commerce. The same is, however, not the case for indoor environments, where access is often...

Section: Physical models

Structure extraction from texture via relative total variation
Li Xu, Qiong Yan, Yang Xia, Jiaya Jia
Article No.: 139
DOI: 10.1145/2366145.2366158

It is ubiquitous that meaningful structures are formed by or appear over textured surfaces. Extracting them under the complication of texture patterns, which could be regular, near-regular, or irregular, is very challenging, but of great practical...

Digital reconstruction of halftoned color comics
Johannes Kopf, Dani Lischinski
Article No.: 140
DOI: 10.1145/2366145.2366159

We introduce a method for automated conversion of scanned color comic books and graphical novels into a new high-fidelity rescalable digital representation. Since crisp black line artwork and lettering are the most important structural and...

Automatic stylistic manga layout
Ying Cao, Antoni B. Chan, Rynson W. H. Lau
Article No.: 141
DOI: 10.1145/2366145.2366160

Manga layout is a core component in manga production, characterized by its unique styles. However, stylistic manga layouts are difficult for novices to produce as it requires hands-on experience and domain knowledge. In this paper, we propose an...

Lazy selection: a scribble-based tool for smart shape elements selection
Pengfei Xu, Hongbo Fu, Oscar Kin-Chung Au, Chiew-Lan Tai
Article No.: 142
DOI: 10.1145/2366145.2366161

This paper presents Lazy Selection, a scribble-based tool for quick selection of one or more desired shape elements by roughly stroking through the elements. Our algorithm automatically refines the selection and reveals the user's...

Section: Physical models

Material memex: automatic material suggestions for 3D objects
Arjun Jain, Thorsten Thormählen, Tobias Ritschel, Hans-Peter Seidel
Article No.: 143
DOI: 10.1145/2366145.2366162

The material found on 3D objects and their parts in our everyday surroundings is highly correlated with the geometric shape of the parts and their relation to other parts of the same object. This work proposes to model this context-dependent...

Interactive bi-scale editing of highly glossy materials
Kei Iwasaki, Yoshinori Dobashi, Tomoyuki Nishita
Article No.: 144
DOI: 10.1145/2366145.2366163

We present a new technique for bi-scale material editing using Spherical Gaussians (SGs). To represent large-scale appearances, an effective BRDF that is the average reflectance of small-scale details is used. The effective BRDF is calculated from...

An inverse problem approach for automatically adjusting the parameters for rendering clouds using photographs
Yoshinori Dobashi, Wataru Iwasaki, Ayumi Ono, Tsuyoshi Yamamoto, Yonghao Yue, Tomoyuki Nishita
Article No.: 145
DOI: 10.1145/2366145.2366164

Clouds play an important role in creating realistic images of outdoor scenes. Many methods have therefore been proposed for displaying realistic clouds. However, the realism of the resulting images depends on many parameters used to render them...

Lighting hair from the inside: a thermal approach to hair reconstruction
Tomas Lay Herrera, Arno Zinke, Andreas Weber
Article No.: 146
DOI: 10.1145/2366145.2366165

Generating plausible hairstyles is a very challenging problem. Despite recent efforts no definite solution was presented so far. Many of the current limitations are related to the optical complexity of hair. In this paper we present a technique...

New measurements reveal weaknesses of image quality metrics in evaluating graphics artifacts
Martin Čadík, Robert Herzog, Rafał Mantiuk, Karol Myszkowski, Hans-Peter Seidel
Article No.: 147
DOI: 10.1145/2366145.2366166

Reliable detection of global illumination and rendering artifacts in the form of localized distortion maps is important for many graphics applications. Although many quality metrics have been developed for this task, they are often tuned for...

Section: Physical models

Large-scale fluid simulation using velocity-vorticity domain decomposition
Abhinav Golas, Rahul Narain, Jason Sewall, Pavel Krajcevski, Pradeep Dubey, Ming Lin
Article No.: 148
DOI: 10.1145/2366145.2366167

Simulating fluids in large-scale scenes with appreciable quality using state-of-the-art methods can lead to high memory and compute requirements. Since memory requirements are proportional to the product of domain dimensions, simulation...

Staggered meshless solid-fluid coupling
Xiaowei He, Ning Liu, Guoping Wang, Fengjun Zhang, Sheng Li, Songdong Shao, Hongan Wang
Article No.: 149
DOI: 10.1145/2366145.2366168

Simulating solid-fluid coupling with the classical meshless methods is an difficult issue due to the lack of the Kronecker delta property of the shape functions when enforcing the essential boundary conditions. In this work, we present a novel...

Automated constraint placement to maintain pile shape
Shu-Wei Hsu, John Keyser
Article No.: 150
DOI: 10.1145/2366145.2366169

We present a simulation control to support art-directable stacking designs by automatically adding constraints to stabilize the stacking structure. We begin by adapting equilibrium analysis in a local scheme to find "stable" objects of the...

Speculative parallel asynchronous contact mechanics
Samantha Ainsley, Etienne Vouga, Eitan Grinspun, Rasmus Tamstorf
Article No.: 151
DOI: 10.1145/2366145.2366170

We extend the Asynchronous Contact Mechanics algorithm [Harmon et al. 2009] and improve its performance by two orders of magnitude, using only optimizations that do not compromise ACM's three guarantees of safety, progress, and correctness. The...

Adaptive anisotropic remeshing for cloth simulation
Rahul Narain, Armin Samii, James F. O'Brien
Article No.: 152
DOI: 10.1145/2366145.2366171

We present a technique for cloth simulation that dynamically refines and coarsens triangle meshes so that they automatically conform to the geometric and dynamic detail of the simulated cloth. Our technique produces anisotropic meshes that adapt...

Section: Physical models

Motion graphs++: a compact generative model for semantic motion analysis and synthesis
Jianyuan Min, Jinxiang Chai
Article No.: 153
DOI: 10.1145/2366145.2366172

This paper introduces a new generative statistical model that allows for human motion analysis and synthesis at both semantic and kinematic levels. Our key idea is to decouple complex variations of human movements into finite structural...

Terrain runner: control, parameterization, composition, and planning for highly dynamic motions
Libin Liu, KangKang Yin, Michiel van de Panne, Baining Guo
Article No.: 154
DOI: 10.1145/2366145.2366173

In this paper we learn the skills required by real-time physics-based avatars to perform parkour-style fast terrain crossing using a mix of running, jumping, speed-vaulting, and drop-rolling. We begin with a single motion capture example of each...

Falling and landing motion control for character animation
Sehoon Ha, Yuting Ye, C. Karen Liu
Article No.: 155
DOI: 10.1145/2366145.2366174

We introduce a new method to generate agile and natural human landing motions in real-time via physical simulation without using any mocap or pre-scripted sequences. We develop a general controller that allows the character to fall from a wide...

Synthesis of concurrent object manipulation tasks
Yunfei Bai, Kristin Siu, C. Karen Liu
Article No.: 156
DOI: 10.1145/2366145.2366175

We introduce a physics-based method to synthesize concurrent object manipulation using a variety of manipulation strategies provided by different body parts, such as grasping objects with the hands, carrying objects on the shoulders, or pushing...

Section: Physical models

Sculpting by numbers
Alec Rivers, Andrew Adams, Frédo Durand
Article No.: 157
DOI: 10.1145/2366145.2366176

We propose a method that allows an unskilled user to create an accurate physical replica of a digital 3D model. We use a projector/camera pair to scan a work in progress, and project multiple forms of guidance onto the object itself that indicate...

Stackabilization
Honghua Li, Ibraheem Alhashim, Hao Zhang, Ariel Shamir, Daniel Cohen-Or
Article No.: 158
DOI: 10.1145/2366145.2366177

We introduce the geometric problem of stackabilization: how to geometrically modify a 3D object so that it is more amenable to stacking. Given a 3D object and a stacking direction, we define a measure of stackability, which is derived from...

Structural optimization of 3D masonry buildings
Emily Whiting, Hijung Shin, Robert Wang, John Ochsendorf, Frédo Durand
Article No.: 159
DOI: 10.1145/2366145.2366178

In the design of buildings, structural analysis is traditionally performed after the aesthetic design has been determined and has little influence on the overall form. In contrast, this paper presents an approach to guide the form towards a shape...

Section: Physical models

Depth-presorted triangle lists
Ge Chen, Pedro V. Sander, Diego Nehab, Lei Yang, Liang Hu
Article No.: 160
DOI: 10.1145/2366145.2366179

We present a novel approach for real-time rendering of static 3D models front-to-back or back-to-front relative to any viewpoint outside its bounding volume. The approach renders depth-sorted triangles using a single draw-call. At run-time, we...

Softshell: dynamic scheduling on GPUs
Markus Steinberger, Bernhard Kainz, Bernhard Kerbl, Stefan Hauswiesner, Michael Kenzel, Dieter Schmalstieg
Article No.: 161
DOI: 10.1145/2366145.2366180

In this paper we present Softshell, a novel execution model for devices composed of multiple processing cores operating in a single instruction, multiple data fashion, such as graphics processing units (GPUs). The Softshell model is intuitive and...

High-quality curve rendering using line sampled visibility
Rasmus Barringer, Carl Johan Gribel, Tomas Akenine-Möller
Article No.: 162
DOI: 10.1145/2366145.2366181

Computing accurate visibility for thin primitives, such as hair strands, fur, grass, at all scales remains difficult or expensive. To that end, we present an efficient visibility algorithm based on spatial line sampling, and a novel intersection...

Axis-aligned filtering for interactive sampled soft shadows
Soham Uday Mehta, Brandon Wang, Ravi Ramamoorthi
Article No.: 163
DOI: 10.1145/2366145.2366182

We develop a simple and efficient method for soft shadows from planar area light sources, based on explicit occlusion calculation by raytracing, followed by adaptive image-space filtering. Since the method is based on Monte Carlo sampling, it is...

Foveated 3D graphics
Brian Guenter, Mark Finch, Steven Drucker, Desney Tan, John Snyder
Article No.: 164
DOI: 10.1145/2366145.2366183

We exploit the falloff of acuity in the visual periphery to accelerate graphics computation by a factor of 5-6 on a desktop HD display (1920x1080). Our method tracks the user's gaze point and renders three image layers around it at progressively...

Section: Physical models

Active co-analysis of a set of shapes
Yunhai Wang, Shmulik Asafi, Oliver van Kaick, Hao Zhang, Daniel Cohen-Or, Baoquan Chen
Article No.: 165
DOI: 10.1145/2366145.2366184

Unsupervised co-analysis of a set of shapes is a difficult problem since the geometry of the shapes alone cannot always fully describe the semantics of the shape parts. In this paper, we propose a semi-supervised learning method where the user...

Co-abstraction of shape collections
Mehmet Ersin Yumer, Levent Burak Kara
Article No.: 166
DOI: 10.1145/2366145.2366185

We present a co-abstraction method that takes as input a collection of 3D objects, and produces a mutually consistent and individually identity-preserving abstraction of each object. In general, an abstraction is a simpler version of a shape that...

An optimization approach for extracting and encoding consistent maps in a shape collection
Qi-Xing Huang, Guo-Xin Zhang, Lin Gao, Shi-Min Hu, Adrian Butscher, Leonidas Guibas
Article No.: 167
DOI: 10.1145/2366145.2366186

We introduce a novel approach for computing high quality point-to-point maps among a collection of related shapes. The proposed approach takes as input a sparse set of imperfect initial maps between pairs of shapes and builds a compact data...

Inverse design of urban procedural models
Carlos A. Vanegas, Ignacio Garcia-Dorado, Daniel G. Aliaga, Bedrich Benes, Paul Waddell
Article No.: 168
DOI: 10.1145/2366145.2366187

We propose a framework that enables adding intuitive high level control to an existing urban procedural model. In particular, we provide a mechanism to interactively edit urban models, a task which is important to stakeholders in gaming, urban...

Capturing and animating the morphogenesis of polygonal tree models
Sören Pirk, Till Niese, Oliver Deussen, Boris Neubert
Article No.: 169
DOI: 10.1145/2366145.2366188

Given a static tree model we present a method to compute developmental stages that approximate the tree's natural growth. The tree model is analyzed and a graph-based description its skeleton is determined. Based on structural similarity, branches...

Section: Physical models

Analysis and synthesis of point distributions based on pair correlation
A. Cengiz Öztireli, Markus Gross
Article No.: 170
DOI: 10.1145/2366145.2366189

Analyzing and synthesizing point distributions are of central importance for a wide range of problems in computer graphics. Existing synthesis algorithms can only generate white or blue-noise distributions with characteristics dictated by the...

Blue noise through optimal transport
Fernando de Goes, Katherine Breeden, Victor Ostromoukhov, Mathieu Desbrun
Article No.: 171
DOI: 10.1145/2366145.2366190

We present a fast, scalable algorithm to generate high-quality blue noise point distributions of arbitrary density functions. At its core is a novel formulation of the recently-introduced concept of capacity-constrained Voronoi tessellation as an...

GPU-accelerated path rendering
Mark J. Kilgard, Jeff Bolz
Article No.: 172
DOI: 10.1145/2366145.2366191

For thirty years, resolution-independent 2D standards (e.g. PostScript, SVG) have depended on CPU-based algorithms for the filling and stroking of paths. Advances in graphics hardware have largely ignored accelerating resolution-independent 2D...

A vectorial solver for free-form vector gradients
Simon Boyé, Pascal Barla, Gaël Guennebaud
Article No.: 173
DOI: 10.1145/2366145.2366192

The creation of free-form vector drawings has been greatly improved in recent years with techniques based on (bi)-harmonic interpolation. Such methods offer the best trade-off between sparsity (keeping the number of control points small) and...

Section: Physical models

Gaze correction for home video conferencing
Claudia Kuster, Tiberiu Popa, Jean-Charles Bazin, Craig Gotsman, Markus Gross
Article No.: 174
DOI: 10.1145/2366145.2366193

Effective communication using current video conferencing systems is severely hindered by the lack of eye contact caused by the disparity between the locations of the subject and the camera. While this problem has been partially solved for high-end...

Discontinuity-aware video object cutout
Fan Zhong, Xueying Qin, Qunsheng Peng, Xiangxu Meng
Article No.: 175
DOI: 10.1145/2366145.2366194

Existing video object cutout systems can only deal with limited cases. They usually require detailed user interactions to segment real-life videos, which often suffer from both inseparable statistics (similar appearance between foreground and...

Transfusive image manipulation
Kaan Yücer, Alec Jacobson, Alexander Hornung, Olga Sorkine
Article No.: 176
DOI: 10.1145/2366145.2366195

We present a method for consistent automatic transfer of edits applied to one image to many other images of the same object or scene. By introducing novel, content-adaptive weight functions we enhance the non-rigid alignment framework of...

Section: Physical models

All-hex meshing using singularity-restricted field
Yufei Li, Yang Liu, Weiwei Xu, Wenping Wang, Baining Guo
Article No.: 177
DOI: 10.1145/2366145.2366196

Decomposing a volume into high-quality hexahedral cells is a challenging task in geometric modeling and computational geometry. Inspired by the use of cross field in quad meshing and the CubeCover approach in hex meshing, we present a complete...

Design-driven quadrangulation of closed 3D curves
Mikhail Bessmeltsev, Caoyu Wang, Alla Sheffer, Karan Singh
Article No.: 178
DOI: 10.1145/2366145.2366197

We propose a novel, design-driven, approach to quadrangulation of closed 3D curves created by sketch-based or other curve modeling systems. Unlike the multitude of approaches for quad-remeshing of existing surfaces, we rely solely on the input...

Field-guided registration for feature-conforming shape composition
Hui Huang, Minglun Gong, Daniel Cohen-Or, Yaobin Ouyang, Fuwen Tan, Hao Zhang
Article No.: 179
DOI: 10.1145/2366145.2366198

We present an automatic shape composition method to fuse two shape parts which may not overlap and possibly contain sharp features, a scenario often encountered when modeling man-made objects. At the core of our method is a novel...

Structure recovery by part assembly
Chao-Hui Shen, Hongbo Fu, Kang Chen, Shi-Min Hu
Article No.: 180
DOI: 10.1145/2366145.2366199

This paper presents a technique that allows quick conversion of acquired low-quality data from consumer-level scanning devices to high-quality 3D models with labeled semantic parts and meanwhile their assembly reasonably close to the underlying...

Multi-scale partial intrinsic symmetry detection
Kai Xu, Hao Zhang, Wei Jiang, Ramsay Dyer, Zhiquan Cheng, Ligang Liu, Baoquan Chen
Article No.: 181
DOI: 10.1145/2366145.2366200

We present an algorithm for multi-scale partial intrinsic symmetry detection over 2D and 3D shapes, where the scale of a symmetric region is defined by intrinsic distances between symmetric points over the region. To identify prominent...

Section: Physical models

Perspective-aware warping for seamless stereoscopic image cloning
Sheng-Jie Luo, I-Chao Shen, Bing-Yu Chen, Wen-Huang Cheng, Yung-Yu Chuang
Article No.: 182
DOI: 10.1145/2366145.2366201

This paper presents a novel technique for seamless stereoscopic image cloning, which performs both shape adjustment and color blending such that the stereoscopic composite is seamless in both the perceived depth and color appearance. The core of...

Enabling warping on stereoscopic images
Yuzhen Niu, Wu-Chi Feng, Feng Liu
Article No.: 183
DOI: 10.1145/2366145.2366202

Warping is one of the basic image processing techniques. Directly applying existing monocular image warping techniques to stereoscopic images is problematic as it often introduces vertical disparities and damages the original disparity...

A luminance-contrast-aware disparity model and applications
Piotr Didyk, Tobias Ritschel, Elmar Eisemann, Karol Myszkowski, Hans-Peter Seidel, Wojciech Matusik
Article No.: 184
DOI: 10.1145/2366145.2366203

Binocular disparity is one of the most important depth cues used by the human visual system. Recently developed stereo-perception models allow us to successfully manipulate disparity in order to improve viewing comfort, depth discrimination as...

Correcting for optical aberrations using multilayer displays
Fu-Chung Huang, Douglas Lanman, Brian A. Barsky, Ramesh Raskar
Article No.: 185
DOI: 10.1145/2366145.2366204

Optical aberrations of the human eye are currently corrected using eyeglasses, contact lenses, or surgery. We describe a fourth option: modifying the composition of displayed content such that the perceived image appears in focus, after passing...

The magic lens: refractive steganography
Marios Papas, Thomas Houit, Derek Nowrouzezahrai, Markus Gross, Wojciech Jarosz
Article No.: 186
DOI: 10.1145/2366145.2366205

We present an automatic approach to design and manufacture passive display devices based on optical hidden image decoding. Motivated by classical steganography techniques we construct Magic Lenses, composed of refractive lenslet arrays, to...

Section: Physical models

Lightweight binocular facial performance capture under uncontrolled lighting
Levi Valgaerts, Chenglei Wu, Andrés Bruhn, Hans-Peter Seidel, Christian Theobalt
Article No.: 187
DOI: 10.1145/2366145.2366206

Recent progress in passive facial performance capture has shown impressively detailed results on highly articulated motion. However, most methods rely on complex multi-camera set-ups, controlled lighting or fiducial markers. This prevents them...

Accurate realtime full-body motion capture using a single depth camera
Xiaolin Wei, Peizhao Zhang, Jinxiang Chai
Article No.: 188
DOI: 10.1145/2366145.2366207

We present a fast, automatic method for accurately capturing full-body motion data using a single depth camera. At the core of our system lies a realtime registration process that accurately reconstructs 3D human poses from single monocular depth...

Data-driven finger motion synthesis for gesturing characters
Sophie Jörg, Jessica Hodgins, Alla Safonova
Article No.: 189
DOI: 10.1145/2366145.2366208

Capturing the body movements of actors to create animations for movies, games, and VR applications has become standard practice, but finger motions are usually added manually as a tedious post-processing step. In this paper, we present a...

A statistical similarity measure for aggregate crowd dynamics
Stephen J. Guy, Jur van den Berg, Wenxi Liu, Rynson Lau, Ming C. Lin, Dinesh Manocha
Article No.: 190
DOI: 10.1145/2366145.2366209

We present an information-theoretic method to measure the similarity between a given set of observed, real-world data and visual simulation technique for aggregate crowd motions of a complex system consisting of many individual agents. This metric...

Section: Physical models

A path space extension for robust light transport simulation
Toshiya Hachisuka, Jacopo Pantaleoni, Henrik Wann Jensen
Article No.: 191
DOI: 10.1145/2366145.2366210

We present a new sampling space for light transport paths that makes it possible to describe Monte Carlo path integration and photon density estimation in the same framework. A key contribution of our paper is the introduction of vertex...

Light transport simulation with vertex connection and merging
Iliyan Georgiev, Jaroslav Křivánek, Tomáš Davidovič, Philipp Slusallek
Article No.: 192
DOI: 10.1145/2366145.2366211

Developing robust light transport simulation algorithms that are capable of dealing with arbitrary input scenes remains an elusive challenge. Although efficient global illumination algorithms exist, an acceptable approximation error in a...

Practical Hessian-based error control for irradiance caching
Jorge Schwarzhaupt, Henrik Wann Jensen, Wojciech Jarosz
Article No.: 193
DOI: 10.1145/2366145.2366212

This paper introduces a new error metric for irradiance caching that significantly outperforms the classic Split-Sphere heuristic. Our new error metric builds on recent work using second order gradients (Hessians) as a principled error bound for...

SURE-based optimization for adaptive sampling and reconstruction
Tzu-Mao Li, Yu-Ting Wu, Yung-Yu Chuang
Article No.: 194
DOI: 10.1145/2366145.2366213

We apply Stein's Unbiased Risk Estimator (SURE) to adaptive sampling and reconstruction to reduce noise in Monte Carlo rendering. SURE is a general unbiased estimator for mean squared error (MSE) in statistics. With SURE, we are able to estimate...

Adaptive rendering with non-local means filtering
Fabrice Rousselle, Claude Knaus, Matthias Zwicker
Article No.: 195
DOI: 10.1145/2366145.2366214

We propose a novel approach for image space adaptive sampling and filtering in Monte Carlo rendering. We use an iterative scheme composed of three steps. First, we adaptively distribute samples in the image plane. Second, we denoise the image...

Section: Physical models

Elasticity-inspired deformers for character articulation
Ladislav Kavan, Olga Sorkine
Article No.: 196
DOI: 10.1145/2366145.2366215

Current approaches to skeletally-controlled character articulation range from real-time, closed-form skinning methods to offline, physically-based simulation. In this paper, we seek a closed-form skinning method that approximates nonlinear elastic...

Simulation of complex nonlinear elastic bodies using lattice deformers
Taylor Patterson, Nathan Mitchell, Eftychios Sifakis
Article No.: 197
DOI: 10.1145/2366145.2366216

Lattice deformers are a popular option for modeling the behavior of elastic bodies as they avoid the need for conforming mesh generation, and their regular structure offers significant opportunities for performance optimizations. Our work expands...

RigMesh: automatic rigging for part-based shape modeling and deformation
Péter Borosán, Ming Jin, Doug DeCarlo, Yotam Gingold, Andrew Nealen
Article No.: 198
DOI: 10.1145/2366145.2366217

The creation of a 3D model is only the first stage of the 3D character animation pipeline. Once a model has been created, and before it can be animated, it must be rigged. Manual rigging is laborious, and automatic rigging approaches are...

Smooth skinning decomposition with rigid bones
Binh Huy Le, Zhigang Deng
Article No.: 199
DOI: 10.1145/2366145.2366218

This paper introduces the Smooth Skinning Decomposition with Rigid Bones (SSDR), an automated algorithm to extract the linear blend skinning (LBS) from a set of example poses. The SSDR model can effectively approximate the skin deformation of...

Section: Physical models

User-guided white balance for mixed lighting conditions
Ivaylo Boyadzhiev, Kavita Bala, Sylvain Paris, Frédo Durand
Article No.: 200
DOI: 10.1145/2366145.2366219

Proper white balance is essential in photographs to eliminate color casts due to illumination. The single-light case is hard to solve automatically but relatively easy for humans. Unfortunately, many scenes contain multiple light sources such as...

Calibrated image appearance reproduction
Erik Reinhard, Tania Pouli, Timo Kunkel, Ben Long, Anders Ballestad, Gerwin Damberg
Article No.: 201
DOI: 10.1145/2366145.2366220

Managing the appearance of images across different display environments is a difficult problem, exacerbated by the proliferation of high dynamic range imaging technologies. Tone reproduction is often limited to luminance adjustment and is rarely...

Coherent intrinsic images from photo collections
Pierre-Yves Laffont, Adrien Bousseau, Sylvain Paris, Frédo Durand, George Drettakis
Article No.: 202
DOI: 10.1145/2366145.2366221

An intrinsic image is a decomposition of a photo into an illumination layer and a reflectance layer, which enables powerful editing such as the alteration of an object's material independently of its illumination. However, decomposing a single...

Robust patch-based hdr reconstruction of dynamic scenes
Pradeep Sen, Nima Khademi Kalantari, Maziar Yaesoubi, Soheil Darabi, Dan B. Goldman, Eli Shechtman
Article No.: 203
DOI: 10.1145/2366145.2366222

High dynamic range (HDR) imaging from a set of sequential exposures is an easy way to capture high-quality images of static scenes, but suffers from artifacts for scenes with significant motion. In this paper, we propose a new approach to HDR...