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ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings, Volume 32 Issue 4, July 2013

Section: Geometry & topology

An efficient computation of handle and tunnel loops via Reeb graphs
Tamal K. Dey, Fengtao Fan, Yusu Wang
Article No.: 32
DOI: 10.1145/2461912.2462017

A special family of non-trivial loops on a surface called handle and tunnel loops associates closely to geometric features of "handles" and "tunnels" respectively in a 3D model. The identification of these handle and tunnel loops can benefit a...

Robust inside-outside segmentation using generalized winding numbers
Alec Jacobson, Ladislav Kavan, Olga Sorkine-Hornung
Article No.: 33
DOI: 10.1145/2461912.2461916

Solid shapes in computer graphics are often represented with boundary descriptions, e.g. triangle meshes, but animation, physically-based simulation, and geometry processing are more realistic and accurate when explicit volume representations are...

Putting holes in holey geometry: topology change for arbitrary surfaces
Gilbert Louis Bernstein, Chris Wojtan
Article No.: 34
DOI: 10.1145/2461912.2462027

This paper presents a method for computing topology changes for triangle meshes in an interactive geometric modeling environment. Most triangle meshes in practice do not exhibit desirable geometric properties, so we develop a solution that is...

MeshGit: diffing and merging meshes for polygonal modeling
Jonathan D. Denning, Fabio Pellacini
Article No.: 35
DOI: 10.1145/2461912.2461942

This paper presents MeshGit, a practical algorithm for diffing and merging polygonal meshes typically used in subdivision modeling workflows. Inspired by version control for text editing, we introduce the mesh edit distance as a...

Section: Geometry & topology

User-assisted image compositing for photographic lighting
Ivaylo Boyadzhiev, Sylvain Paris, Kavita Bala
Article No.: 36
DOI: 10.1145/2461912.2461973

Good lighting is crucial in photography and can make the difference between a great picture and a discarded image. Traditionally, professional photographers work in a studio with many light sources carefully set up, with the goal of getting a...

Probabilistic color-by-numbers: suggesting pattern colorizations using factor graphs
Sharon Lin, Daniel Ritchie, Matthew Fisher, Pat Hanrahan
Article No.: 37
DOI: 10.1145/2461912.2461988

We present a probabilistic factor graph model for automatically coloring 2D patterns. The model is trained on example patterns to statistically capture their stylistic properties. It incorporates terms for enforcing both color compatibility and...

Optimizing color consistency in photo collections
Yoav HaCohen, Eli Shechtman, Dan B. Goldman, Dani Lischinski
Article No.: 38
DOI: 10.1145/2461912.2461997

With dozens or even hundreds of photos in today's digital photo albums, editing an entire album can be a daunting task. Existing automatic tools operate on individual photos without ensuring consistency of appearance between photographs that share...

Example-based video color grading
Nicolas Bonneel, Kalyan Sunkavalli, Sylvain Paris, Hanspeter Pfister
Article No.: 39
DOI: 10.1145/2461912.2461939

In most professional cinema productions, the color palette of the movie is painstakingly adjusted by a team of skilled colorists -- through a process referred to as color grading -- to achieve a certain visual look. The time and expertise...

Section: Geometry & topology

Online modeling for realtime facial animation
Sofien Bouaziz, Yangang Wang, Mark Pauly
Article No.: 40
DOI: 10.1145/2461912.2461976

We present a new algorithm for realtime face tracking on commodity RGB-D sensing devices. Our method requires no user-specific training or calibration, or any other form of manual assistance, thus enabling a range of new applications in...

3D shape regression for real-time facial animation
Chen Cao, Yanlin Weng, Stephen Lin, Kun Zhou
Article No.: 41
DOI: 10.1145/2461912.2462012

We present a real-time performance-driven facial animation system based on 3D shape regression. In this system, the 3D positions of facial landmark points are inferred by a regressor from 2D video frames of an ordinary web camera. From these 3D...

Realtime facial animation with on-the-fly correctives
Hao Li, Jihun Yu, Yuting Ye, Chris Bregler
Article No.: 42
DOI: 10.1145/2461912.2462019

We introduce a real-time and calibration-free facial performance capture framework based on a sensor with video and depth input. In this framework, we develop an adaptive PCA model using shape correctives that adjust on-the-fly to the actor's...

Video-based hand manipulation capture through composite motion control
Yangang Wang, Jianyuan Min, Jianjie Zhang, Yebin Liu, Feng Xu, Qionghai Dai, Jinxiang Chai
Article No.: 43
DOI: 10.1145/2461912.2462000

This paper describes a new method for acquiring physically realistic hand manipulation data from multiple video streams. The key idea of our approach is to introduce a composite motion control to simultaneously model hand articulation, object...

Section: Geometry & topology

Femto-photography: capturing and visualizing the propagation of light
Andreas Velten, Di Wu, Adrian Jarabo, Belen Masia, Christopher Barsi, Chinmaya Joshi, Everett Lawson, Moungi Bawendi, Diego Gutierrez, Ramesh Raskar
Article No.: 44
DOI: 10.1145/2461912.2461928

We present femto-photography, a novel imaging technique to capture and visualize the propagation of light. With an effective exposure time of 1.85 picoseconds (ps) per frame, we reconstruct movies of ultrafast events at an equivalent...

Low-budget transient imaging using photonic mixer devices
Felix Heide, Matthias B. Hullin, James Gregson, Wolfgang Heidrich
Article No.: 45
DOI: 10.1145/2461912.2461945

Transient imaging is an exciting a new imaging modality that can be used to understand light propagation in complex environments, and to capture and analyze scene properties such as the shape of hidden objects or the reflectance properties of...

Compressive light field photography using overcomplete dictionaries and optimized projections
Kshitij Marwah, Gordon Wetzstein, Yosuke Bando, Ramesh Raskar
Article No.: 46
DOI: 10.1145/2461912.2461914

Light field photography has gained a significant research interest in the last two decades; today, commercial light field cameras are widely available. Nevertheless, most existing acquisition approaches either multiplex a low-resolution light...

A reconfigurable camera add-on for high dynamic range, multispectral, polarization, and light-field imaging
Alkhazur Manakov, John F. Restrepo, Oliver Klehm, Ramon Hegedüs, Elmar Eisemann, Hans-Peter Seidel, Ivo Ihrke
Article No.: 47
DOI: 10.1145/2461912.2461937

We propose a non-permanent add-on that enables plenoptic imaging with standard cameras. Our design is based on a physical copying mechanism that multiplies a sensor image into a number of identical copies that still carry the plenoptic information...

Section: Geometry & topology

Super space clothoids
Romain Casati, Florence Bertails-Descoubes
Article No.: 48
DOI: 10.1145/2461912.2461962

Thin elastic filaments in real world such as vine tendrils, hair ringlets or curled ribbons often depict a very smooth, curved shape that low-order rod models --- e.g., segment-based rods --- fail to reproduce accurately and compactly. In this...

Thin skin elastodynamics
Duo Li, Shinjiro Sueda, Debanga R. Neog, Dinesh K. Pai
Article No.: 49
DOI: 10.1145/2461912.2462008

We present a novel approach for simulating thin hyperelastic skin. Real human skin is only a few millimeters thick. It can stretch and slide over underlying body structures such as muscles, bones, and tendons, revealing rich details of a moving...

Embedded thin shells for wrinkle simulation
Olivier Rémillard, Paul G. Kry
Article No.: 50
DOI: 10.1145/2461912.2462018

We present a new technique for simulating high resolution surface wrinkling deformations of composite objects consisting of a soft interior and a harder skin. We combine high resolution thin shells with coarse finite element lattices and define...

Folding and crumpling adaptive sheets
Rahul Narain, Tobias Pfaff, James F. O'Brien
Article No.: 51
DOI: 10.1145/2461912.2462010

We present a technique for simulating plastic deformation in sheets of thin materials, such as crumpled paper, dented metal, and wrinkled cloth. Our simulation uses a framework of adaptive mesh refinement to dynamically align mesh edges with folds...

Adaptive fracture simulation of multi-layered thin plates
Oleksiy Busaryev, Tamal K. Dey, Huamin Wang
Article No.: 52
DOI: 10.1145/2461912.2461920

The fractures of thin plates often exhibit complex physical behaviors in the real world. In particular, fractures caused by tearing are different from fractures caused by in-plane motions. In this paper, we study how to make thin-plate fracture...

Section: Geometry & topology

Handwriting beautification using token means
C. Lawrence Zitnick
Article No.: 53
DOI: 10.1145/2461912.2461985

In this paper, we propose a general purpose approach to handwriting beautification using online input from a stylus. Given a sample of writings, drawings, or sketches from the same user, our method improves a user's strokes in real-time as they...

Real-time drawing assistance through crowdsourcing
Alex Limpaecher, Nicolas Feltman, Adrien Treuille, Michael Cohen
Article No.: 54
DOI: 10.1145/2461912.2462016

We propose a new method for the large-scale collection and analysis of drawings by using a mobile game specifically designed to collect such data. Analyzing this crowdsourced drawing database, we build a spatially varying model of artistic...

Style and abstraction in portrait sketching
Itamar Berger, Ariel Shamir, Moshe Mahler, Elizabeth Carter, Jessica Hodgins
Article No.: 55
DOI: 10.1145/2461912.2461964

We use a data-driven approach to study both style and abstraction in sketching of a human face. We gather and analyze data from a number of artists as they sketch a human face from a reference photograph. To achieve different levels of abstraction...

Interpreting concept sketches
Tianjia Shao, Wilmot Li, Kun Zhou, Weiwei Xu, Baining Guo, Niloy J. Mitra
Article No.: 56
DOI: 10.1145/2461912.2462003

Concept sketches are popularly used by designers to convey pose and function of products. Understanding such sketches, however, requires special skills to form a mental 3D representation of the product geometry by linking parts across the...

Stereoscopic 3D line drawing
Yongjin Kim, Yunjin Lee, Henry Kang, Seungyong Lee
Article No.: 57
DOI: 10.1145/2461912.2462001

This paper discusses stereoscopic 3D imaging based on line drawing of 3D shapes. We describe the major issues and challenges in generating stereoscopic 3D effects using lines only, with a couple of relatively simple approaches called...

Section: Geometry & topology

Perception of perspective distortions in image-based rendering
Peter Vangorp, Christian Richardt, Emily A. Cooper, Gaurav Chaurasia, Martin S. Banks, George Drettakis
Article No.: 58
DOI: 10.1145/2461912.2461971

Image-based rendering (IBR) creates realistic images by enriching simple geometries with photographs, e.g., mapping the photograph of a building façade onto a plane. However, as soon as the viewer moves away from the correct viewpoint, the...

Section: Geometry & topology

Globally optimal direction fields
Felix Knöppel, Keenan Crane, Ulrich Pinkall, Peter Schröder
Article No.: 59
DOI: 10.1145/2461912.2462005

We present a method for constructing smooth n-direction fields (line fields, cross fields, etc.) on surfaces that is an order of magnitude faster than state-of-the-art methods, while still producing fields of equal or better quality....

Weighted averages on surfaces
Daniele Panozzo, Ilya Baran, Olga Diamanti, Olga Sorkine-Hornung
Article No.: 60
DOI: 10.1145/2461912.2461935

We consider the problem of generalizing affine combinations in Euclidean spaces to triangle meshes: computing weighted averages of points on surfaces. We address both the forward problem, namely computing an average of given anchor points...

Robust fairing via conformal curvature flow
Keenan Crane, Ulrich Pinkall, Peter Schröder
Article No.: 61
DOI: 10.1145/2461912.2461986

We present a formulation of Willmore flow for triangulated surfaces that permits extraordinarily large time steps and naturally preserves the quality of the input mesh. The main insight is that Willmore flow becomes remarkably stable when...

Section: Geometry & topology

Subspace fluid re-simulation
Theodore Kim, John Delaney
Article No.: 62
DOI: 10.1145/2461912.2461987

We present a new subspace integration method that is capable of efficiently adding and subtracting dynamics from an existing high-resolution fluid simulation. We show how to analyze the results of an existing high-resolution simulation, discover...

A new grid structure for domain extension
Bo Zhu, Wenlong Lu, Matthew Cong, Byungmoon Kim, Ronald Fedkiw
Article No.: 63
DOI: 10.1145/2461912.2461999

We present an efficient grid structure that extends a uniform grid to create a significantly larger far-field grid by dynamically extending the cells surrounding a fine uniform grid while still maintaining fine resolution about the regions of...

Section: Geometry & topology

Mesh denoising via L0 minimization
Lei He, Scott Schaefer
Article No.: 64
DOI: 10.1145/2461912.2461965

We present an algorithm for denoising triangulated models based on L0 minimization. Our method maximizes the flat regions of the model and gradually removes noise while preserving sharp features. As part of this process, we build...

L1-medial skeleton of point cloud
Hui Huang, Shihao Wu, Daniel Cohen-Or, Minglun Gong, Hao Zhang, Guiqing Li, Baoquan Chen
Article No.: 65
DOI: 10.1145/2461912.2461913

We introduce L1-medial skeleton as a curve skeleton representation for 3D point cloud data. The L1-median is well-known as a robust global center of an arbitrary set of points. We make the key observation...

Semantic decomposition and reconstruction of residential scenes from LiDAR data
Hui Lin, Jizhou Gao, Yu Zhou, Guiliang Lu, Mao Ye, Chenxi Zhang, Ligang Liu, Ruigang Yang
Article No.: 66
DOI: 10.1145/2461912.2461969

We present a complete system to semantically decompose and reconstruct 3D models from point clouds. Different than previous urban modeling approaches, our system is designed for residential scenes, which consist of mainly low-rise buildings that...

Section: Geometry & topology

A two-continua approach to Eulerian simulation of water spray
Michael B. Nielsen, Ole Østerby
Article No.: 67
DOI: 10.1145/2461912.2461918

Physics based simulation of the dynamics of water spray - water droplets dispersed in air - is a means to increase the visual plausibility of computer graphics modeled phenomena such as waterfalls, water jets and stormy seas. Spray phenomena are...

Liquid surface tracking with error compensation
Morten Bojsen-Hansen, Chris Wojtan
Article No.: 68
DOI: 10.1145/2461912.2461991

Our work concerns the combination of an Eulerian liquid simulation with a high-resolution surface tracker (e.g. the level set method or a Lagrangian triangle mesh). The naive application of a high-resolution surface tracker to a low-resolution...

Section: Geometry & topology

Co-hierarchical analysis of shape structures
Oliver van Kaick, Kai Xu, Hao Zhang, Yanzhen Wang, Shuyang Sun, Ariel Shamir, Daniel Cohen-Or
Article No.: 69
DOI: 10.1145/2461912.2461924

We introduce an unsupervised co-hierarchical analysis of a set of shapes, aimed at discovering their hierarchical part structures and revealing relations between geometrically dissimilar yet functionally equivalent shape parts across...

Learning part-based templates from large collections of 3D shapes
Vladimir G. Kim, Wilmot Li, Niloy J. Mitra, Siddhartha Chaudhuri, Stephen DiVerdi, Thomas Funkhouser
Article No.: 70
DOI: 10.1145/2461912.2461933

As large repositories of 3D shape collections continue to grow, understanding the data, especially encoding the inter-model similarity and their variations, is of central importance. For example, many data-driven approaches now rely on access to...

Qualitative organization of collections of shapes via quartet analysis
Shi-Sheng Huang, Ariel Shamir, Chao-Hui Shen, Hao Zhang, Alla Sheffer, Shi-Min Hu, Daniel Cohen-Or
Article No.: 71
DOI: 10.1145/2461912.2461954

We present a method for organizing a heterogeneous collection of 3D shapes for overview and exploration. Instead of relying on quantitative distances, which may become unreliable between dissimilar shapes, we introduce a qualitative...

Map-based exploration of intrinsic shape differences and variability
Raif M. Rustamov, Maks Ovsjanikov, Omri Azencot, Mirela Ben-Chen, Frédéric Chazal, Leonidas Guibas
Article No.: 72
DOI: 10.1145/2461912.2461959

We develop a novel formulation for the notion of shape differences, aimed at providing detailed information about the location and nature of the differences or distortions between the two shapes being compared. Our difference operator, derived...

Section: Geometry & topology

Scene reconstruction from high spatio-angular resolution light fields
Changil Kim, Henning Zimmer, Yael Pritch, Alexander Sorkine-Hornung, Markus Gross
Article No.: 73
DOI: 10.1145/2461912.2461926

This paper describes a method for scene reconstruction of complex, detailed environments from 3D light fields. Densely sampled light fields in the order of 109 light rays allow us to capture the real world in unparalleled detail, but...

Image-based reconstruction and synthesis of dense foliage
Derek Bradley, Derek Nowrouzezahrai, Paul Beardsley
Article No.: 74
DOI: 10.1145/2461912.2461952

Flora is an element in many computer-generated scenes. But trees, bushes and plants have complex geometry and appearance, and are difficult to model manually. One way to address this is to capture models directly from the real world. Existing...

Dynamic hair manipulation in images and videos
Menglei Chai, Lvdi Wang, Yanlin Weng, Xiaogang Jin, Kun Zhou
Article No.: 75
DOI: 10.1145/2461912.2461990

This paper presents a single-view hair modeling technique for generating visually and physically plausible 3D hair models with modest user interaction. By solving an unambiguous 3D vector field explicitly from the image and adopting an iterative...

Structure-aware hair capture
Linjie Luo, Hao Li, Szymon Rusinkiewicz
Article No.: 76
DOI: 10.1145/2461912.2462026

Existing hair capture systems fail to produce strands that reflect the structures of real-world hairstyles. We introduce a system that reconstructs coherent and plausible wisps aware of the underlying hair structures from a set of still images...

Section: Geometry & topology

Automated video looping with progressive dynamism
Zicheng Liao, Neel Joshi, Hugues Hoppe
Article No.: 77
DOI: 10.1145/2461912.2461950

Given a short video we create a representation that captures a spectrum of looping videos with varying levels of dynamism, ranging from a static image to a highly animated loop. In such a progressively dynamic video, scene liveliness can be...

Bundled camera paths for video stabilization
Shuaicheng Liu, Lu Yuan, Ping Tan, Jian Sun
Article No.: 78
DOI: 10.1145/2461912.2461995

We present a novel video stabilization method which models camera motion with a bundle of (multiple) camera paths. The proposed model is based on a mesh-based, spatially-variant motion representation and an adaptive, space-time path optimization....

Rectangling panoramic images via warping
Kaiming He, Huiwen Chang, Jian Sun
Article No.: 79
DOI: 10.1145/2461912.2462004

Stitched panoramic images mostly have irregular boundaries. Artists and common users generally prefer rectangular boundaries, which can be obtained through cropping or image completion techniques. In this paper, we present a content-aware warping...

Phase-based video motion processing
Neal Wadhwa, Michael Rubinstein, Frédo Durand, William T. Freeman
Article No.: 80
DOI: 10.1145/2461912.2461966

We introduce a technique to manipulate small movements in videos based on an analysis of motion in complex-valued image pyramids. Phase variations of the coefficients of a complex-valued steerable pyramid over time correspond to motion, and can be...

Section: Geometry & topology

Make it stand: balancing shapes for 3D fabrication
Romain Prévost, Emily Whiting, Sylvain Lefebvre, Olga Sorkine-Hornung
Article No.: 81
DOI: 10.1145/2461912.2461957

Imbalance suggests a feeling of dynamism and movement in static objects. It is therefore not surprising that many 3D models stand in impossibly balanced configurations. As long as the models remain in a computer this is of no consequence: the laws...

Computational design of actuated deformable characters
Mélina Skouras, Bernhard Thomaszewski, Stelian Coros, Bernd Bickel, Markus Gross
Article No.: 82
DOI: 10.1145/2461912.2461979

We present a method for fabrication-oriented design of actuated deformable characters that allows a user to automatically create physical replicas of digitally designed characters using rapid manufacturing technologies. Given a deformable...

Computational design of mechanical characters
Stelian Coros, Bernhard Thomaszewski, Gioacchino Noris, Shinjiro Sueda, Moira Forberg, Robert W. Sumner, Wojciech Matusik, Bernd Bickel
Article No.: 83
DOI: 10.1145/2461912.2461953

We present an interactive design system that allows non-expert users to create animated mechanical characters. Given an articulated character as input, the user iteratively creates an animation by sketching motion curves indicating how different...

Interactive authoring of simulation-ready plants
Yili Zhao, Jernej Barbič
Article No.: 84
DOI: 10.1145/2461912.2461961

Physically based simulation can produce quality motion of plants, but requires an authoring stage to convert plant "polygon soup" triangle meshes to a format suitable for physically based simulation. We give a system that can author complex...

Parsing sewing patterns into 3D garments
Floraine Berthouzoz, Akash Garg, Danny M. Kaufman, Eitan Grinspun, Maneesh Agrawala
Article No.: 85
DOI: 10.1145/2461912.2461975

We present techniques for automatically parsing existing sewing patterns and converting them into 3D garment models. Our parser takes a sewing pattern in PDF format as input and starts by extracting the set of panels and styling elements (e.g....

Section: Geometry & topology

Non-polynomial Galerkin projection on deforming meshes
Matt Stanton, Yu Sheng, Martin Wicke, Federico Perazzi, Amos Yuen, Srinivasa Narasimhan, Adrien Treuille
Article No.: 86
DOI: 10.1145/2461912.2462006

This paper extends Galerkin projection to a large class of non-polynomial functions typically encountered in graphics. We demonstrate the broad applicability of our approach by applying it to two strikingly different problems: fluid simulation and...

Near-exhaustive precomputation of secondary cloth effects
Doyub Kim, Woojong Koh, Rahul Narain, Kayvon Fatahalian, Adrien Treuille, James F. O'Brien
Article No.: 87
DOI: 10.1145/2461912.2462020

The central argument against data-driven methods in computer graphics rests on the curse of dimensionality: it is intractable to precompute "everything" about a complex space. In this paper, we challenge that assumption by using several thousand...

Modeling friction and air effects between cloth and deformable bodies
Zhili Chen, Renguo Feng, Huamin Wang
Article No.: 88
DOI: 10.1145/2461912.2461941

Real-world cloth exhibits complex behaviors when it contacts deformable bodies. In this paper, we study how to improve the simulation of cloth-body interactions from three perspectives: collision, friction, and air pressure. We propose an...

Flow reconstruction for data-driven traffic animation
David Wilkie, Jason Sewall, Ming Lin
Article No.: 89
DOI: 10.1145/2461912.2462021

'Virtualized traffic' reconstructs and displays continuous traffic flows from discrete spatio-temporal traffic sensor data or procedurally generated control input to enhance a sense of immersion in a dynamic virtual environment. In this paper, we...

Dynamic element textures
Chongyang Ma, Li-Yi Wei, Sylvain Lefebvre, Xin Tong
Article No.: 90
DOI: 10.1145/2461912.2461921

Many natural phenomena consist of geometric elements with dynamic motions characterized by small scale repetitions over large scale structures, such as particles, herds, threads, and sheets. Due to their ubiquity, controlling the appearance and...

Section: Geometry & topology

Designing unreinforced masonry models
Daniele Panozzo, Philippe Block, Olga Sorkine-Hornung
Article No.: 91
DOI: 10.1145/2461912.2461958

We present a complete design pipeline that allows non-expert users to design and analyze masonry structures without any structural knowledge. We optimize the force layouts both geometrically and topologically, finding a self-supported structure...

Computing self-supporting surfaces by regular triangulation
Yang Liu, Hao Pan, John Snyder, Wenping Wang, Baining Guo
Article No.: 92
DOI: 10.1145/2461912.2461927

Masonry structures must be compressively self-supporting; designing such surfaces forms an important topic in architecture as well as a challenging problem in geometric modeling. Under certain conditions, a surjective mapping exists between a...

On the equilibrium of simplicial masonry structures
Fernando de Goes, Pierre Alliez, Houman Owhadi, Mathieu Desbrun
Article No.: 93
DOI: 10.1145/2461912.2461932

We present a novel approach for the analysis and design of self-supporting simplicial masonry structures. A finite-dimensional formulation of their compressive stress field is derived, offering a new interpretation of thrust networks through...

Reciprocal frame structures made easy
Peng Song, Chi-Wing Fu, Prashant Goswami, Jianmin Zheng, Niloy J. Mitra, Daniel Cohen-Or
Article No.: 94
DOI: 10.1145/2461912.2461915

A reciprocal frame (RF) is a self-supported three-dimensional structure made up of three or more sloping rods, which form a closed circuit, namely an RF-unit. Large RF-structures built as complex grillages of one or a few similar RF-units have an...

Section: Geometry & topology

Gradient-domain metropolis light transport
Jaakko Lehtinen, Tero Karras, Samuli Laine, Miika Aittala, Frédo Durand, Timo Aila
Article No.: 95
DOI: 10.1145/2461912.2461943

We introduce a novel Metropolis rendering algorithm that directly computes image gradients, and reconstructs the final image from the gradients by solving a Poisson equation. The reconstruction is aided by a low-fidelity approximation of the image...

Axis-aligned filtering for interactive physically-based diffuse indirect lighting
Soham Uday Mehta, Brandon Wang, Ravi Ramamoorthi, Fredo Durand
Article No.: 96
DOI: 10.1145/2461912.2461947

We introduce an algorithm for interactive rendering of physically-based global illumination, based on a novel frequency analysis of indirect lighting. Our method combines adaptive sampling by Monte Carlo ray or path tracing, using a standard...

Section: Geometry & topology

Sketch-based generation and editing of quad meshes
Kenshi Takayama, Daniele Panozzo, Alexander Sorkine-Hornung, Olga Sorkine-Hornung
Article No.: 97
DOI: 10.1145/2461912.2461955

Coarse quad meshes are the preferred representation for animating characters in movies and video games. In these scenarios, artists want explicit control over the edge flows and the singularities of the quad mesh. Despite the significant advances...

Integer-grid maps for reliable quad meshing
David Bommes, Marcel Campen, Hans-Christian Ebke, Pierre Alliez, Leif Kobbelt
Article No.: 98
DOI: 10.1145/2461912.2462014

Quadrilateral remeshing approaches based on global parametrization enable many desirable mesh properties. Two of the most important ones are (1) high regularity due to explicit control over irregular vertices and (2) smooth distribution of...

Particle-based anisotropic surface meshing
Zichun Zhong, Xiaohu Guo, Wenping Wang, Bruno Lévy, Feng Sun, Yang Liu, Weihua Mao
Article No.: 99
DOI: 10.1145/2461912.2461946

This paper introduces a particle-based approach for anisotropic surface meshing. Given an input polygonal mesh endowed with a Riemannian metric and a specified number of vertices, the method generates a metric-adapted mesh. The main idea consists...

Section: Geometry & topology

A4: asynchronous adaptive anti-aliasing using shared memory
Rasmus Barringer, Tomas Akenine-Möller
Article No.: 100
DOI: 10.1145/2461912.2462015

Edge aliasing continues to be one of the most prominent problems in real-time graphics, e.g., in games. We present a novel algorithm that uses shared memory between the GPU and the CPU so that these two units can work in concert to solve the edge...

High resolution sparse voxel DAGs
Viktor Kämpe, Erik Sintorn, Ulf Assarsson
Article No.: 101
DOI: 10.1145/2461912.2462024

We show that a binary voxel grid can be represented orders of magnitude more efficiently than using a sparse voxel octree (SVO) by generalising the tree to a directed acyclic graph (DAG). While the SVO allows for efficient encoding of empty...

Section: Geometry & topology

A material point method for snow simulation
Alexey Stomakhin, Craig Schroeder, Lawrence Chai, Joseph Teran, Andrew Selle
Article No.: 102
DOI: 10.1145/2461912.2461948

Snow is a challenging natural phenomenon to visually simulate. While the graphics community has previously considered accumulation and rendering of snow, animation of snow dynamics has not been fully addressed. Additionally, existing techniques...

Highly adaptive liquid simulations on tetrahedral meshes
Ryoichi Ando, Nils Thürey, Chris Wojtan
Article No.: 103
DOI: 10.1145/2461912.2461982

We introduce a new method for efficiently simulating liquid with extreme amounts of spatial adaptivity. Our method combines several key components to drastically speed up the simulation of large-scale fluid phenomena: We leverage an alternative...

Position based fluids
Miles Macklin, Matthias Müller
Article No.: 104
DOI: 10.1145/2461912.2461984

In fluid simulation, enforcing incompressibility is crucial for realism; it is also computationally expensive. Recent work has improved efficiency, but still requires time-steps that are impractical for real-time applications. In this work we...

Section: Geometry & topology

Controlled-distortion constrained global parametrization
Ashish Myles, Denis Zorin
Article No.: 105
DOI: 10.1145/2461912.2461970

The quality of a global parametrization is determined by a number of factors, including amount of distortion, number of singularities (cones), and alignment with features and boundaries. Placement of cones plays a decisive role in determining the...

Injective and bounded distortion mappings in 3D
Noam Aigerman, Yaron Lipman
Article No.: 106
DOI: 10.1145/2461912.2461931

We introduce an efficient algorithm for producing provably injective mappings of tetrahedral meshes with strict bounds on their tetrahedra aspect-ratio distortion.

The algorithm takes as input a simplicial map (e.g., produced by some common...

Subspace integration with local deformations
David Harmon, Denis Zorin
Article No.: 107
DOI: 10.1145/2461912.2461922

Subspace techniques greatly reduce the cost of nonlinear simulation by approximating deformations with a small custom basis. In order to represent the deformations well (in terms of a global metric), the basis functions usually have global...

Planar shape interpolation with bounded distortion
Renjie Chen, Ofir Weber, Daniel Keren, Mirela Ben-Chen
Article No.: 108
DOI: 10.1145/2461912.2461983

Planar shape interpolation is widely used in computer graphics applications. Despite a wealth of interpolation methods, there is currently no approach that produces shapes with a bounded amount of distortion with respect to the input. As a result,...

Section: Geometry & topology

Acquiring reflectance and shape from continuous spherical harmonic illumination
Borom Tunwattanapong, Graham Fyffe, Paul Graham, Jay Busch, Xueming Yu, Abhijeet Ghosh, Paul Debevec
Article No.: 109
DOI: 10.1145/2461912.2461944

We present a novel technique for acquiring the geometry and spatially-varying reflectance properties of 3D objects by observing them under continuous spherical harmonic illumination conditions. The technique is general enough to characterize...

Practical SVBRDF capture in the frequency domain
Miika Aittala, Tim Weyrich, Jaakko Lehtinen
Article No.: 110
DOI: 10.1145/2461912.2461978

Spatially-varying reflectance and small geometric variations play a vital role in the appearance of real-world surfaces. Consequently, robust, automatic capture of such models is highly desirable; however, current systems require either...

OpenSurfaces: a richly annotated catalog of surface appearance
Sean Bell, Paul Upchurch, Noah Snavely, Kavita Bala
Article No.: 111
DOI: 10.1145/2461912.2462002

The appearance of surfaces in real-world scenes is determined by the materials, textures, and context in which the surfaces appear. However, the datasets we have for visualizing and modeling rich surface appearance in context, in applications such...

Section: Geometry & topology

Dense scene reconstruction with points of interest
Qian-Yi Zhou, Vladlen Koltun
Article No.: 112
DOI: 10.1145/2461912.2461919

We present an approach to detailed reconstruction of complex real-world scenes with a handheld commodity range sensor. The user moves the sensor freely through the environment and images the scene. An offline registration and integration pipeline...

Scalable real-time volumetric surface reconstruction
Jiawen Chen, Dennis Bautembach, Shahram Izadi
Article No.: 113
DOI: 10.1145/2461912.2461940

We address the fundamental challenge of scalability for real-time volumetric surface reconstruction methods. We design a memory efficient, hierarchical data structure for commodity graphics hardware, which supports live reconstruction of...

Section: Geometry & topology

Radial view based culling for continuous self-collision detection of skeletal models
Sai-Keung Wong, Wen-Chieh Lin, Chun-Hung Hung, Yi-Jheng Huang, Shing-Yeu Lii
Article No.: 114
DOI: 10.1145/2461912.2461951

We present a novel radial-view-based culling method for continuous self-collision detection (CSCD) of skeletal models. Our method targets closed triangular meshes used to represent the surface of a model. It can be easily integrated with bounding...

Real time dynamic fracture with volumetric approximate convex decompositions
Matthias Müller, Nuttapong Chentanez, Tae-Yong Kim
Article No.: 115
DOI: 10.1145/2461912.2461934

We propose a new fast, robust and controllable method to simulate the dynamic destruction of large and complex objects in real time. The common method for fracture simulation in computer games is to pre-fracture models and replace objects by their...

Section: Geometry & topology

Painting by feature: texture boundaries for example-based image creation
Michal Lukáč, Jakub Fišer, Jean-Charles Bazin, Ondřej Jamriška, Alexander Sorkine-Hornung, Daniel Sýkora
Article No.: 116
DOI: 10.1145/2461912.2461956

In this paper we propose a reinterpretation of the brush and the fill tools for digital image painting. The core idea is to provide an intuitive approach that allows users to paint in the visual style of arbitrary example images....

RealBrush: painting with examples of physical media
Jingwan Lu, Connelly Barnes, Stephen DiVerdi, Adam Finkelstein
Article No.: 117
DOI: 10.1145/2461912.2461998

Conventional digital painting systems rely on procedural rules and physical simulation to render paint strokes. We present an interactive, data-driven painting system that uses scanned images of real natural media to synthesize both new strokes...

Depicting stylized materials with vector shade trees
Jorge Lopez-Moreno, Stefan Popov, Adrien Bousseau, Maneesh Agrawala, George Drettakis
Article No.: 118
DOI: 10.1145/2461912.2461972

Vector graphics represent images with compact, editable and scalable primitives. Skillful vector artists employ these primitives to produce vivid depictions of material appearance and lighting. However, such stylized imagery often requires...

Stylizing animation by example
Pierre Bénard, Forrester Cole, Michael Kass, Igor Mordatch, James Hegarty, Martin Sebastian Senn, Kurt Fleischer, Davide Pesare, Katherine Breeden
Article No.: 119
DOI: 10.1145/2461912.2461929

Skilled artists, using traditional media or modern computer painting tools, can create a variety of expressive styles that are very appealing in still images, but have been unsuitable for animation. The key difficulty is that existing techniques...

Opacity optimization for 3D line fields
Tobias Günther, Christian Rössl, Holger Theisel
Article No.: 120
DOI: 10.1145/2461912.2461930

For the visualization of dense line fields, the careful selection of lines to be rendered is a vital aspect. In this paper, we present a global line selection approach that is based on an optimization process. Starting with an initial set of lines...

Section: Geometry & topology

Layered analysis of irregular facades via symmetry maximization
Hao Zhang, Kai Xu, Wei Jiang, Jinjie Lin, Daniel Cohen-Or, Baoquan Chen
Article No.: 121
DOI: 10.1145/2461912.2461923

We present an algorithm for hierarchical and layered analysis of irregular facades, seeking a high-level understanding of facade structures. By introducing layering into the analysis, we no longer view a facade as a flat...

Generating and exploring good building layouts
Fan Bao, Dong-Ming Yan, Niloy J. Mitra, Peter Wonka
Article No.: 122
DOI: 10.1145/2461912.2461977

Good building layouts are required to conform to regulatory guidelines, while meeting certain quality measures. While different methods can sample the space of such good layouts, there exists little support for a user to understand and...

Sketch2Scene: sketch-based co-retrieval and co-placement of 3D models
Kun Xu, Kang Chen, Hongbo Fu, Wei-Lun Sun, Shi-Min Hu
Article No.: 123
DOI: 10.1145/2461912.2461968

This work presents Sketch2Scene, a framework that automatically turns a freehand sketch drawing inferring multiple scene objects to semantically valid, well arranged scenes of 3D models. Unlike the existing works on sketch-based search and...

Section: Geometry & topology

Two-layer sparse compression of dense-weight blend skinning
Binh Huy Le, Zhigang Deng
Article No.: 124
DOI: 10.1145/2461912.2461949

Weighted linear interpolation has been widely used in many skinning techniques including linear blend skinning, dual quaternion blend skinning, and cage based deformation. To speed up performance, these skinning models typically employ a...

Implicit skinning: real-time skin deformation with contact modeling
Rodolphe Vaillant, Loïc Barthe, Gaël Guennebaud, Marie-Paule Cani, Damien Rohmer, Brian Wyvill, Olivier Gourmel, Mathias Paulin
Article No.: 125
DOI: 10.1145/2461912.2461960

Geometric skinning techniques, such as smooth blending or dual-quaternions, are very popular in the industry for their high performances, but fail to mimic realistic deformations. Other methods make use of physical simulation or control volume to...

Cubic mean value coordinates
Xian-Ying Li, Tao Ju, Shi-Min Hu
Article No.: 126
DOI: 10.1145/2461912.2461917

We present a new method for interpolating both boundary values and gradients over a 2D polygonal domain. Despite various previous efforts, it remains challenging to define a closed-form interpolant that produces natural-looking functions while...

Section: Geometry & topology

Line segment sampling with blue-noise properties
Xin Sun, Kun Zhou, Jie Guo, Guofu Xie, Jingui Pan, Wencheng Wang, Baining Guo
Article No.: 127
DOI: 10.1145/2461912.2462023

Line segment sampling has recently been adopted in many rendering algorithms for better handling of a wide range of effects such as motion blur, defocus blur and scattering media. A question naturally raised is how to generate line segment samples...

Fourier analysis of stochastic sampling strategies for assessing bias and variance in integration
Kartic Subr, Jan Kautz
Article No.: 128
DOI: 10.1145/2461912.2462013

Each pixel in a photorealistic, computer generated picture is calculated by approximately integrating all the light arriving at the pixel, from the virtual scene. A common strategy to calculate these high-dimensional integrals is to average the...

Section: Geometry & topology

Path-space manipulation of physically-based light transport
Thorsten-Walther Schmidt, Jan Novák, Johannes Meng, Anton S. Kaplanyan, Tim Reiner, Derek Nowrouzezahrai, Carsten Dachsbacher
Article No.: 129
DOI: 10.1145/2461912.2461980

Industry-quality content creation relies on tools for lighting artists to quickly prototype, iterate, and refine final renders. As industry-leading studios quickly adopt physically-based rendering (PBR) across their art generation pipelines, many...

Global illumination with radiance regression functions
Peiran Ren, Jiaping Wang, Minmin Gong, Stephen Lin, Xin Tong, Baining Guo
Article No.: 130
DOI: 10.1145/2461912.2462009

We present radiance regression functions for fast rendering of global illumination in scenes with dynamic local light sources. A radiance regression function (RRF) represents a non-linear mapping from local and contextual attributes of surface...

Modular flux transfer: efficient rendering of high-resolution volumes with repeated structures
Shuang Zhao, Miloš Hašan, Ravi Ramamoorthi, Kavita Bala
Article No.: 131
DOI: 10.1145/2461912.2461938

The highest fidelity images to date of complex materials like cloth use extremely high-resolution volumetric models. However, rendering such complex volumetric media is expensive, with brute-force path tracing often the only viable solution....

Section: Geometry & topology

Adaptive image synthesis for compressive displays
Felix Heide, Gordon Wetzstein, Ramesh Raskar, Wolfgang Heidrich
Article No.: 132
DOI: 10.1145/2461912.2461925

Recent years have seen proposals for exciting new computational display technologies that are compressive in the sense that they generate high resolution images or light fields with relatively few display parameters. Image synthesis for...

Content-adaptive lenticular prints
James Tompkin, Simon Heinzle, Jan Kautz, Wojciech Matusik
Article No.: 133
DOI: 10.1145/2461912.2462011

Lenticular prints are a popular medium for producing automultiscopic glasses-free 3D images. The light field emitted by such prints has a fixed spatial and angular resolution. We increase both perceived angular and spatial resolution by modifying...

AIREAL: interactive tactile experiences in free air
Rajinder Sodhi, Ivan Poupyrev, Matthew Glisson, Ali Israr
Article No.: 134
DOI: 10.1145/2461912.2462007

AIREAL is a novel haptic technology that delivers effective and expressive tactile sensations in free air, without requiring the user to wear a physical device. Combined with interactive computers graphics, AIREAL enables users to feel virtual 3D...

Section: Geometry & topology

Spec2Fab: a reducer-tuner model for translating specifications to 3D prints
Desai Chen, David I. W. Levin, Piotr Didyk, Pitchaya Sitthi-Amorn, Wojciech Matusik
Article No.: 135
DOI: 10.1145/2461912.2461994

Multi-material 3D printing allows objects to be composed of complex, heterogenous arrangements of materials. It is often more natural to define a functional goal than to define the material composition of an object. Translating these functional...

OpenFab: a programmable pipeline for multi-material fabrication
Kiril Vidimče, Szu-Po Wang, Jonathan Ragan-Kelley, Wojciech Matusik
Article No.: 136
DOI: 10.1145/2461912.2461993

3D printing hardware is rapidly scaling up to output continuous mixtures of multiple materials at increasing resolution over ever larger print volumes. This poses an enormous computational challenge: large high-resolution prints comprise trillions...

Worst-case structural analysis
Qingnan Zhou, Julian Panetta, Denis Zorin
Article No.: 137
DOI: 10.1145/2461912.2461967

Direct digital manufacturing is a set of rapidly evolving technologies that provide easy ways to manufacture highly customized and unique products. The development pipeline for such products is radically different from the conventional...

InfraStructs: fabricating information inside physical objects for imaging in the terahertz region
Karl D. D. Willis, Andrew D. Wilson
Article No.: 138
DOI: 10.1145/2461912.2461936

We introduce InfraStructs, material-based tags that embed information inside digitally fabricated objects for imaging in the Terahertz region. Terahertz imaging can safely penetrate many common materials, opening up new possibilities for...

Section: Geometry & topology

A hardware unit for fast SAH-optimised BVH construction
Michael J. Doyle, Colin Fowler, Michael Manzke
Article No.: 139
DOI: 10.1145/2461912.2462025

Ray-tracing algorithms are known for producing highly realistic images, but at a significant computational cost. For this reason, a large body of research exists on various techniques for accelerating these costly algorithms. One approach to...

Cardinality-constrained texture filtering
Josiah Manson, Scott Schaefer
Article No.: 140
DOI: 10.1145/2461912.2461963

We present a method to create high-quality sampling filters by combining a prescribed number of texels from several resolutions in a mipmap. Our technique provides fine control over the number of texels we read per texture sample so that we can...

A sort-based deferred shading architecture for decoupled sampling
Petrik Clarberg, Robert Toth, Jacob Munkberg
Article No.: 141
DOI: 10.1145/2461912.2462022

Stochastic sampling in time and over the lens is essential to produce photo-realistic images, and it has the potential to revolutionize real-time graphics. In this paper, we take an architectural view of the problem and propose a novel hardware...

Section: Geometry & topology

Efficient preconditioning of laplacian matrices for computer graphics
Dilip Krishnan, Raanan Fattal, Richard Szeliski
Article No.: 142
DOI: 10.1145/2461912.2461992

We present a new multi-level preconditioning scheme for discrete Poisson equations that arise in various computer graphics applications such as colorization, edge-preserving decomposition for two-dimensional images, and geodesic distances and...

Terrain generation using procedural models based on hydrology
Jean-David Génevaux, Éric Galin, Eric Guérin, Adrien Peytavie, Bedrich Benes
Article No.: 143
DOI: 10.1145/2461912.2461996

We present a framework that allows quick and intuitive modeling of terrains using concepts inspired by hydrology. The terrain is generated from a simple initial sketch, and its generation is controlled by a few parameters. Our terrain...

Section: Geometry & topology

Fabricating BRDFs at high spatial resolution using wave optics
Anat Levin, Daniel Glasner, Ying Xiong, Frédo Durand, William Freeman, Wojciech Matusik, Todd Zickler
Article No.: 144
DOI: 10.1145/2461912.2461981

Recent attempts to fabricate surfaces with custom reflectance functions boast impressive angular resolution, yet their spatial resolution is limited. In this paper we present a method to construct spatially varying reflectance at a high resolution...

Bi-scale appearance fabrication
Yanxiang Lan, Yue Dong, Fabio Pellacini, Xin Tong
Article No.: 145
DOI: 10.1145/2461912.2461989

Surfaces in the real world exhibit complex appearance due to spatial variations in both their reflectance and local shading frames (i.e. the local coordinate system defined by the normal and tangent direction). For opaque surfaces, existing...

Fabricating translucent materials using continuous pigment mixtures
Marios Papas, Christian Regg, Wojciech Jarosz, Bernd Bickel, Philip Jackson, Wojciech Matusik, Steve Marschner, Markus Gross
Article No.: 146
DOI: 10.1145/2461912.2461974

We present a method for practical physical reproduction and design of homogeneous materials with desired subsurface scattering. Our process uses a collection of different pigments that can be suspended in a clear base material. Our goal is to...