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Indexing 3D Scenes Using the Interaction Bisector Surface
Xi Zhao, He Wang, Taku Komura
Article No.: 22
The spatial relationship between different objects plays an important role in defining the context of scenes. Most previous 3D classification and retrieval methods take into account either the individual geometry of the objects or simple...
Near-Regular Structure Discovery Using Linear Programming
Qixing Huang, Leonidas J. Guibas, Niloy J. Mitra
Article No.: 23
Near-regular structures are common in manmade and natural objects. Algorithmic detection of such regularity greatly facilitates our understanding of shape structures, leads to compact encoding of input geometries, and enables efficient generation...
Computational Light Routing: 3D Printed Optical Fibers for Sensing and Display
Thiago Pereira, Szymon Rusinkiewicz, Wojciech Matusik
Article No.: 24
Despite recent interest in digital fabrication, there are still few algorithms that provide control over how light propagates inside a solid object. Existing methods either work only on the surface or restrict themselves to light diffusion in...
Polycube maps of triangle meshes have proved useful in a wide range of applications, including texture mapping and hexahedral mesh generation. However, constructing either fully automatically or with limited user control a low-distortion polycube...
We consider the problem of finding a geometrically consistent set of point matches between two images. We assume that local descriptors have provided a set of candidate matches, which may include many outliers. We then seek the largest subset of...
Animation of Deformable Bodies with Quadratic Bézier Finite Elements
Adam W. Bargteil, Elaine Cohen
Article No.: 27
In this article, we investigate the use of quadratic finite elements for graphical animation of deformable bodies. We consider both integrating quadratic elements with conventional linear elements to achieve a computationally efficient...
In this article we investigate the use of weighted triangulations as discrete, augmented approximations of surfaces for digital geometry processing. By incorporating a scalar weight per mesh vertex, we introduce a new notion of discrete metric...
Progressive Light Transport Simulation on the GPU: Survey and Improvements
Tomáš Davidovič, Jaroslav Křivánek, Miloš Hašan, Philipp Slusallek
Article No.: 29
Graphics Processing Units (GPUs) recently became general enough to enable implementation of a variety of light transport algorithms. However, the efficiency of these GPU implementations has received relatively little attention in the research...
Robust Polylines Tracing for N-Symmetry Direction Field on Triangulated Surfaces
Nicolas Ray, Dmitry Sokolov
Article No.: 30
We are proposing an algorithm for tracing polylines that are oriented by a direction field defined on a triangle mesh. The challenge is to ensure that two such polylines cannot cross or merge. This property is fundamental for mesh segmentation and...
We present a technique for computing the shape of a transparent object that can generate user-defined caustic patterns. The surface of the object generated using our method is smooth. Thanks to this property, the resulting caustic pattern is...
Automatic Scene Inference for 3D Object Compositing
Kevin Karsch, Kalyan Sunkavalli, Sunil Hadap, Nathan Carr, Hailin Jin, Rafael Fonte, Michael Sittig, David Forsyth
Article No.: 32
We present a user-friendly image editing system that supports a drag-and-drop object insertion (where the user merely drags objects into the image, and the system automatically places them in 3D and relights them appropriately), postprocess...
Errata for GPU-Efficient Recursive Filtering and Summed-Area Tables
Diego Nehab, André Maximo, Rodolfo S. Lima, Hugues Hoppe
Article No.: 33