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ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2015, Volume 34 Issue 6, November 2015



Section: Color and sketching

Adaptive color display via perceptually-driven factored spectral projection
Isaac Kauvar, Samuel J. Yang, Liang Shi, Ian McDowall, Gordon Wetzstein
Article No.: 165
DOI: 10.1145/2816795.2818070

Fundamental display characteristics are constantly being improved, especially resolution, dynamic range, and color reproduction. However, whereas high resolution and high-dynamic range displays have matured as a technology, it remains largely...

A model of local adaptation
Peter Vangorp, Karol Myszkowski, Erich W. Graf, Rafał K. Mantiuk
Article No.: 166
DOI: 10.1145/2816795.2818086

The visual system constantly adapts to different luminance levels when viewing natural scenes. The state of visual adaptation is the key parameter in many visual models. While the time-course of such adaptation is well understood, there is little...

Color changing effects with anisotropic halftone prints on metal
Petar Pjanic, Roger D. Hersch
Article No.: 167
DOI: 10.1145/2816795.2818083

We propose a color reproduction framework for creating specularly reflecting color images printed on a metallic substrate that change hue or chroma upon in-plane rotation by 90°. This framework is based on the anisotropic dot gain of line...

Closure-aware sketch simplification
Xueting Liu, Tien-Tsin Wong, Pheng-Ann Heng
Article No.: 168
DOI: 10.1145/2816795.2818067

In this paper, we propose a novel approach to simplify sketch drawings. The core problem is how to group sketchy strokes meaningfully, and this depends on how humans understand the sketches. The existing methods mainly rely on thresholding...

Autocomplete hand-drawn animations
Jun Xing, Li-Yi Wei, Takaaki Shiratori, Koji Yatani
Article No.: 169
DOI: 10.1145/2816795.2818079

Hand-drawn animation is a major art form and communication medium, but can be challenging to produce. We present a system to help people create frame-by-frame animations through manual sketches. We design our interface to be minimalistic: it...

Section: Color and sketching

Nested cages
Leonardo Sacht, Etienne Vouga, Alec Jacobson
Article No.: 170
DOI: 10.1145/2816795.2818093

Many tasks in geometry processing and physical simulation benefit from multiresolution hierarchies. One important characteristic across a variety of applications is that coarser layers strictly encage finer layers, nesting one another....

Generalized cylinder decomposition
Yang Zhou, Kangxue Yin, Hui Huang, Hao Zhang, Minglun Gong, Daniel Cohen-Or
Article No.: 171
DOI: 10.1145/2816795.2818074

Decomposing a complex shape into geometrically simple primitives is a fundamental problem in geometry processing. We are interested in a shape decomposition problem where the simple primitives sought are generalized cylinders, which are...

Polyhedral patterns
Caigui Jiang, Chengcheng Tang, Amir Vaxman, Peter Wonka, Helmut Pottmann
Article No.: 172
DOI: 10.1145/2816795.2818077

We study the design and optimization of polyhedral patterns, which are patterns of planar polygonal faces on freeform surfaces. Working with polyhedral patterns is desirable in architectural geometry and industrial design. However, the classical...

Rolling guidance normal filter for geometric processing
Peng-Shuai Wang, Xiao-Ming Fu, Yang Liu, Xin Tong, Shi-Lin Liu, Baining Guo
Article No.: 173
DOI: 10.1145/2816795.2818068

3D geometric features constitute rich details of polygonal meshes. Their analysis and editing can lead to vivid appearance of shapes and better understanding of the underlying geometry for shape processing and analysis. Traditional mesh smoothing...

Efficient construction and simplification of Delaunay meshes
Yong-Jin Liu, Chun-Xu Xu, Dian Fan, Ying He
Article No.: 174
DOI: 10.1145/2816795.2818076

Delaunay meshes (DM) are a special type of triangle mesh where the local Delaunay condition holds everywhere. We present an efficient algorithm to convert an arbitrary manifold triangle mesh M into a Delaunay mesh. We show that the...

Section: Color and sketching

Data-driven structural priors for shape completion
Minhyuk Sung, Vladimir G. Kim, Roland Angst, Leonidas Guibas
Article No.: 175
DOI: 10.1145/2816795.2818094

Acquiring 3D geometry of an object is a tedious and time-consuming task, typically requiring scanning the surface from multiple viewpoints. In this work we focus on reconstructing complete geometry from a single scan acquired with a low-quality...

Deep points consolidation
Shihao Wu, Hui Huang, Minglun Gong, Matthias Zwicker, Daniel Cohen-Or
Article No.: 176
DOI: 10.1145/2816795.2818073

In this paper, we present a consolidation method that is based on a new representation of 3D point sets. The key idea is to augment each surface point into a deep point by associating it with an inner point that resides on the...

Autoscanning for coupled scene reconstruction and proactive object analysis
Kai Xu, Hui Huang, Yifei Shi, Hao Li, Pinxin Long, Jianong Caichen, Wei Sun, Baoquan Chen
Article No.: 177
DOI: 10.1145/2816795.2818075

Detailed scanning of indoor scenes is tedious for humans. We propose autonomous scene scanning by a robot to relieve humans from such a laborious task. In an autonomous setting, detailed scene acquisition is inevitably coupled with scene...

Unsynchronized structured light
Daniel Moreno, Fatih Calakli, Gabriel Taubin
Article No.: 178
DOI: 10.1145/2816795.2818062

Various Structured Light (SL) methods are used to capture 3D range images, where a number of binary or continuous light patterns are sequentially projected onto a scene of interest, while a digital camera captures images of the illuminated scene....

Activity-centric scene synthesis for functional 3D scene modeling
Matthew Fisher, Manolis Savva, Yangyan Li, Pat Hanrahan, Matthias Nießner
Article No.: 179
DOI: 10.1145/2816795.2818057

We present a novel method to generate 3D scenes that allow the same activities as real environments captured through noisy and incomplete 3D scans. As robust object detection and instance retrieval from low-quality depth data is challenging, our...

Section: Color and sketching

Push-recovery stability of biped locomotion
Yoonsang Lee, Kyungho Lee, Soon-Sun Kwon, Jiwon Jeong, Carol O'Sullivan, Moon Seok Park, Jehee Lee
Article No.: 180
DOI: 10.1145/2816795.2818124

Biped controller design pursues two fundamental goals; simulated walking should look human-like and robust against perturbation while maintaining its balance. Normal gait is a pattern of walking that humans normally adopt in undisturbed...

Generalizing wave gestures from sparse examples for real-time character control
Helge Rhodin, James Tompkin, Kwang In Kim, Edilson de Aguiar, Hanspeter Pfister, Hans-Peter Seidel, Christian Theobalt
Article No.: 181
DOI: 10.1145/2816795.2818082

Motion-tracked real-time character control is important for games and VR, but current solutions are limited: retargeting is hard for non-human characters, with locomotion bound to the sensing volume; and pose mappings are ambiguous with difficult...

Video-audio driven real-time facial animation
Yilong Liu, Feng Xu, Jinxiang Chai, Xin Tong, Lijuan Wang, Qiang Huo
Article No.: 182
DOI: 10.1145/2816795.2818122

We present a real-time facial tracking and animation system based on a Kinect sensor with video and audio input. Our method requires no user-specific training and is robust to occlusions, large head rotations, and background noise. Given the...

Real-time expression transfer for facial reenactment
Justus Thies, Michael Zollhöfer, Matthias Nießner, Levi Valgaerts, Marc Stamminger, Christian Theobalt
Article No.: 183
DOI: 10.1145/2816795.2818056

We present a method for the real-time transfer of facial expressions from an actor in a source video to an actor in a target video, thus enabling the ad-hoc control of the facial expressions of the target actor. The novelty of our approach lies in...

To stylize or not to stylize?: the effect of shape and material stylization on the perception of computer-generated faces
Eduard Zell, Carlos Aliaga, Adrian Jarabo, Katja Zibrek, Diego Gutierrez, Rachel McDonnell, Mario Botsch
Article No.: 184
DOI: 10.1145/2816795.2818126

Virtual characters contribute strongly to the entire visuals of 3D animated films. However, designing believable characters remains a challenging task. Artists rely on stylization to increase appeal or expressivity, exaggerating or softening...

Section: Color and sketching

Physically-accurate fur reflectance: modeling, measurement and rendering
Ling-Qi Yan, Chi-Wei Tseng, Henrik Wann Jensen, Ravi Ramamoorthi
Article No.: 185
DOI: 10.1145/2816795.2818080

Rendering photo-realistic animal fur is a long-standing problem in computer graphics. Considerable effort has been made on modeling the geometric complexity of fur, but the reflectance of fur fibers is not well understood. Fur has a distinct...

On optimal, minimal BRDF sampling for reflectance acquisition
Jannik Boll Nielsen, Henrik Wann Jensen, Ravi Ramamoorthi
Article No.: 186
DOI: 10.1145/2816795.2818085

The bidirectional reflectance distribution function (BRDF) is critical for rendering, and accurate material representation requires data-driven reflectance models. However, isotropic BRDFs are 3D functions, and measuring the reflectance of a flat...

A system for rapid, automatic shader level-of-detail
Yong He, Tim Foley, Natalya Tatarchuk, Kayvon Fatahalian
Article No.: 187
DOI: 10.1145/2816795.2818104

Level-of-detail (LOD) rendering is a key optimization used by modern video game engines to achieve high-quality rendering with fast performance. These LOD systems require simplified shaders, but generating simplified shaders remains largely a...

Masked depth culling for graphics hardware
Magnus Andersson, Jon Hasselgren, Tomas Akenine-Möller
Article No.: 188
DOI: 10.1145/2816795.2818138

Hierarchical depth culling is an important optimization, which is present in all modern high performance graphics processors. We present a novel culling algorithm based on a layered depth representation, with a per-sample mask indicating which...

Section: Color and sketching

Instant field-aligned meshes
Wenzel Jakob, Marco Tarini, Daniele Panozzo, Olga Sorkine-Hornung
Article No.: 189
DOI: 10.1145/2816795.2818078

We present a novel approach to remesh a surface into an isotropic triangular or quad-dominant mesh using a unified local smoothing operator that optimizes both the edge orientations and vertex positions in the output mesh. Our algorithm produces...

Orbifold Tutte embeddings
Noam Aigerman, Yaron Lipman
Article No.: 190
DOI: 10.1145/2816795.2818099

Injective parameterizations of surface meshes are vital for many applications in Computer Graphics, Geometry Processing and related fields. Tutte's embedding, and its generalization to convex combination maps, are among the most popular approaches...

Large-scale bounded distortion mappings
Shahar Z. Kovalsky, Noam Aigerman, Ronen Basri, Yaron Lipman
Article No.: 191
DOI: 10.1145/2816795.2818098

We propose an efficient algorithm for computing large-scale bounded distortion maps of triangular and tetrahedral meshes. Specifically, given an initial map, we compute a similar map whose differentials are orientation preserving and have bounded...

Quantized global parametrization
Marcel Campen, David Bommes, Leif Kobbelt
Article No.: 192
DOI: 10.1145/2816795.2818140

Global surface parametrization often requires the use of cuts or charts due to non-trivial topology. In recent years a focus has been on so-called seamless parametrizations, where the transition functions across the cuts are rigid...

Spherical fibonacci mapping
Benjamin Keinert, Matthias Innmann, Michael Sänger, Marc Stamminger
Article No.: 193
DOI: 10.1145/2816795.2818131

Spherical Fibonacci point sets yield nearly uniform point distributions on the unit sphere S2 ⊂ R3. The forward generation of these point sets has been widely researched and is easy to implement, such that they...

Section: Color and sketching

Video diff: highlighting differences between similar actions in videos
Guha Balakrishnan, Frédo Durand, John Guttag
Article No.: 194
DOI: 10.1145/2816795.2818125

When looking at videos of very similar actions with the naked eye, it is often difficult to notice subtle motion differences between them. In this paper we introduce video diffing, an algorithm that highlights the important differences between a...

JumpCut: non-successive mask transfer and interpolation for video cutout
Qingnan Fan, Fan Zhong, Dani Lischinski, Daniel Cohen-Or, Baoquan Chen
Article No.: 195
DOI: 10.1145/2816795.2818105

We introduce JumpCut, a new mask transfer and interpolation method for interactive video cutout. Given a source frame for which a foreground mask is already available, we compute an estimate of the foreground mask at another, typically...

Blind video temporal consistency
Nicolas Bonneel, James Tompkin, Kalyan Sunkavalli, Deqing Sun, Sylvain Paris, Hanspeter Pfister
Article No.: 196
DOI: 10.1145/2816795.2818107

Extending image processing techniques to videos is a non-trivial task; applying processing independently to each video frame often leads to temporal inconsistencies, and explicitly encoding temporal consistency requires algorithmic changes. We...

Fast computation of seamless video loops
Jing Liao, Mark Finch, Hugues Hoppe
Article No.: 197
DOI: 10.1145/2816795.2818061

Short looping videos concisely capture the dynamism of natural scenes. Creating seamless loops usually involves maximizing spatiotemporal consistency and applying Poisson blending. We take an end-to-end view of the problem and present new...

Real-time noise-aware tone mapping
Gabriel Eilertsen, Rafał K. Mantiuk, Jonas Unger
Article No.: 198
DOI: 10.1145/2816795.2818092

Real-time high quality video tone mapping is needed for many applications, such as digital viewfinders in cameras, display algorithms which adapt to ambient light, in-camera processing, rendering engines for video games and video post-processing....

Section: Color and sketching

Data-driven fluid simulations using regression forests
L'ubor Ladický, SoHyeon Jeong, Barbara Solenthaler, Marc Pollefeys, Markus Gross
Article No.: 199
DOI: 10.1145/2816795.2818129

Traditional fluid simulations require large computational resources even for an average sized scene with the main bottleneck being a very small time step size, required to guarantee the stability of the solution. Despite a large progress in...

Wetbrush: GPU-based 3D painting simulation at the bristle level
Zhili Chen, Byungmoon Kim, Daichi Ito, Huamin Wang
Article No.: 200
DOI: 10.1145/2816795.2818066

We present a real-time painting system that simulates the interactions among brush, paint, and canvas at the bristle level. The key challenge is how to model and simulate sub-pixel paint details, given the limited computational resource in each...

Fast multiple-fluid simulation using Helmholtz free energy
Tao Yang, Jian Chang, Bo Ren, Ming C. Lin, Jian Jun Zhang, Shi-Min Hu
Article No.: 201
DOI: 10.1145/2816795.2818117

Multiple-fluid interaction is an interesting and common visual phenomenon we often observe. In this paper, we present an energy-based Lagrangian method that expands the capability of existing multiple-fluid methods to handle various phenomena,...

Surface turbulence for particle-based liquid simulations
Olivier Mercier, Cynthia Beauchemin, Nils Thuerey, Theodore Kim, Derek Nowrouzezahrai
Article No.: 202
DOI: 10.1145/2816795.2818115

We present a method to increase the apparent resolution of particle-based liquid simulations. Our method first outputs a dense, temporally coherent, regularized point set from a coarse particle-based liquid simulation. We then apply a surface-only...

Section: Color and sketching

Garment modeling with a depth camera
Xiaowu Chen, Bin Zhou, Feixiang Lu, Lin Wang, Lang Bi, Ping Tan
Article No.: 203
DOI: 10.1145/2816795.2818059

Previous garment modeling techniques mainly focus on designing novel garments to dress up virtual characters. We study the modeling of real garments and develop a system that is intuitive to use even for novice users. Our system includes garment...

High-quality hair modeling from a single portrait photo
Menglei Chai, Linjie Luo, Kalyan Sunkavalli, Nathan Carr, Sunil Hadap, Kun Zhou
Article No.: 204
DOI: 10.1145/2816795.2818112

We propose a novel system to reconstruct a high-quality hair depth map from a single portrait photo with minimal user input. We achieve this by combining depth cues such as occlusions, silhouettes, and shading, with a novel 3D helical structural...

MeshHisto: collaborative modeling by sharing and retargeting editing histories
Gabriele Salvati, Christian Santoni, Valentina Tibaldo, Fabio Pellacini
Article No.: 205
DOI: 10.1145/2816795.2818110

Current modeling packages have polished interfaces for editing polygonal meshes, where artists work individually on each mesh. A variety of recent cloud-based services have shown the benefits of editing documents in real-time collaboration with...

Interactive design of probability density functions for shape grammars
Minh Dang, Stefan Lienhard, Duygu Ceylan, Boris Neubert, Peter Wonka, Mark Pauly
Article No.: 206
DOI: 10.1145/2816795.2818069

A shape grammar defines a procedural shape space containing a variety of models of the same class, e.g. buildings, trees, furniture, airplanes, bikes, etc. We present a framework that enables a user to interactively design a probability...

AniMesh: interleaved animation, modeling, and editing
Ming Jin, Dan Gopstein, Yotam Gingold, Andrew Nealen
Article No.: 207
DOI: 10.1145/2816795.2818114

We introduce AniMesh, a system that supports interleaved modeling and animation creation and editing. AniMesh is suitable for rapid prototyping and easily accessible to non-experts. Source animations can be obtained from commodity motion capture...

Section: Color and sketching

Unbiased photon gathering for light transport simulation
Hao Qin, Xin Sun, Qiming Hou, Baining Guo, Kun Zhou
Article No.: 208
DOI: 10.1145/2816795.2818119

Photon mapping (PM) has been widely regarded as an efficient solution for light transport simulation, including challenging caustics paths and many-bounce indirect lighting. The efficiency of PM comes from reusing traced photons. However, the...

Anisotropic Gaussian mutations for metropolis light transport through Hessian-Hamiltonian dynamics
Tzu-Mao Li, Jaakko Lehtinen, Ravi Ramamoorthi, Wenzel Jakob, Frédo Durand
Article No.: 209
DOI: 10.1145/2816795.2818084

The simulation of light transport in the presence of multi-bounce glossy effects and motion is challenging because the integrand is high dimensional and areas of high-contribution tend to be narrow and hard to sample. We present a Markov Chain...

A matrix sampling-and-recovery approach for many-lights rendering
Yuchi Huo, Rui Wang, Shihao Jin, Xinguo Liu, Hujun Bao
Article No.: 210
DOI: 10.1145/2816795.2818120

Instead of computing on a large number of virtual point lights (VPLs), scalable many-lights rendering methods effectively simulate various illumination effects only using hundreds or thousands of representative VPLs. However, gathering...

Blue noise sampling using an SPH-based method
Min Jiang, Yahan Zhou, Rui Wang, Richard Southern, Jian Jun Zhang
Article No.: 211
DOI: 10.1145/2816795.2818102

We propose a novel algorithm for blue noise sampling inspired by the Smoothed Particle Hydrodynamics (SPH) method. SPH is a well-known method in fluid simulation -- it computes particle distributions to minimize the internal pressure variance. We...

AA patterns for point sets with controlled spectral properties
Abdalla G. M. Ahmed, Hui Huang, Oliver Deussen
Article No.: 212
DOI: 10.1145/2816795.2818139

We describe a novel technique for the fast production of large point sets with different spectral properties. In contrast to tile-based methods we use so-called AA Patterns: ornamental point sets obtained from quantization errors. These patterns...

Section: Color and sketching

Dapper: decompose-and-pack for 3D printing
Xuelin Chen, Hao Zhang, Jinjie Lin, Ruizhen Hu, Lin Lu, Qixing Huang, Bedrich Benes, Daniel Cohen-Or, Baoquan Chen
Article No.: 213
DOI: 10.1145/2816795.2818087

We pose the decompose-and-pack or DAP problem, which tightly combines shape decomposition and packing. While in general, DAP seeks to decompose an input shape into a small number of parts which can be efficiently...

Level-set-based partitioning and packing optimization of a printable model
Miaojun Yao, Zhili Chen, Linjie Luo, Rui Wang, Huamin Wang
Article No.: 214
DOI: 10.1145/2816795.2818064

As the 3D printing technology starts to revolutionize our daily life and the manufacturing industries, a critical problem is about to e-merge: how can we find an automatic way to divide a 3D model into multiple printable pieces, so as to save the...

Perceptual models of preference in 3D printing direction
Xiaoting Zhang, Xinyi Le, Athina Panotopoulou, Emily Whiting, Charlie C. L. Wang
Article No.: 215
DOI: 10.1145/2816795.2818121

This paper introduces a perceptual model for determining 3D printing orientations. Additive manufacturing methods involving low-cost 3D printers often require robust branching support structures to prevent material collapse at overhangs. Although...

Interactive design of 3D-printable robotic creatures
Vittorio Megaro, Bernhard Thomaszewski, Maurizio Nitti, Otmar Hilliges, Markus Gross, Stelian Coros
Article No.: 216
DOI: 10.1145/2816795.2818137

We present an interactive design system that allows casual users to quickly create 3D-printable robotic creatures. Our approach automates the tedious parts of the design process while providing ample room for customization of morphology,...

Section: Color and sketching

IM6D: magnetic tracking system with 6-DOF passive markers for dexterous 3D interaction and motion
Jiawei Huang, Tsuyoshi Mori, Kazuki Takashima, Shuichiro Hashi, Yoshifumi Kitamura
Article No.: 217
DOI: 10.1145/2816795.2818135

We propose IM6D, a novel real-time magnetic motion-tracking system using multiple identifiable, tiny, lightweight, wireless and occlusion-free markers. It provides reasonable accuracy and update rates and an appropriate working space for dexterous...

3D motion sensing of any object without prior knowledge
Leo Miyashita, Ryota Yonezawa, Yoshihiro Watanabe, Masatoshi Ishikawa
Article No.: 218
DOI: 10.1145/2816795.2818133

We propose a novel three-dimensional motion sensing method using lasers. Recently, object motion information is being used in various applications, and the types of targets that can be sensed continue to diversify. Nevertheless, conventional...

Capturing the human figure through a wall
Fadel Adib, Chen-Yu Hsu, Hongzi Mao, Dina Katabi, Frédo Durand
Article No.: 219
DOI: 10.1145/2816795.2818072

We present RF-Capture, a system that captures the human figure -- i.e., a coarse skeleton -- through a wall. RF-Capture tracks the 3D positions of a person's limbs and body parts even when the person is fully occluded from its sensor, and does so...

Solving trigonometric moment problems for fast transient imaging
Christoph Peters, Jonathan Klein, Matthias B. Hullin, Reinhard Klein
Article No.: 220
DOI: 10.1145/2816795.2818103

Transient images help to analyze light transport in scenes. Besides two spatial dimensions, they are resolved in time of flight. Cost-efficient approaches for their capture use amplitude modulated continuous wave lidar systems but typically take...

Section: Color and sketching

WrapIt: computer-assisted crafting of wire wrapped jewelry
Emmanuel Iarussi, Wilmot Li, Adrien Bousseau
Article No.: 221
DOI: 10.1145/2816795.2818118

Wire wrapping is a traditional form of handmade jewelry that involves bending metal wire to create intricate shapes. The technique appeals to novices and casual crafters because of its low cost, accessibility and unique aesthetic. We present a...

Legolization: optimizing LEGO designs
Sheng-Jie Luo, Yonghao Yue, Chun-Kai Huang, Yu-Huan Chung, Sei Imai, Tomoyuki Nishita, Bing-Yu Chen
Article No.: 222
DOI: 10.1145/2816795.2818091

Building LEGO sculptures requires accounting for the target object's shape, colors, and stability. In particular, finding a good layout of LEGO bricks that prevents the sculpture from collapsing (due to its own weight) is usually...

Computational design of metallophone contact sounds
Gaurav Bharaj, David I. W. Levin, James Tompkin, Yun Fei, Hanspeter Pfister, Wojciech Matusik, Changxi Zheng
Article No.: 223
DOI: 10.1145/2816795.2818108

Metallophones such as glockenspiels produce sounds in response to contact. Building these instruments is a complicated process, limiting their shapes to well-understood designs such as bars. We automatically optimize the shape of arbitrary 2D and...

Interactive surface design with interlocking elements
Mélina Skouras, Stelian Coros, Eitan Grinspun, Bernhard Thomaszewski
Article No.: 224
DOI: 10.1145/2816795.2818128

We present an interactive tool for designing physical surfaces made from flexible interlocking quadrilateral elements of a single size and shape. With the element shape fixed, the design task becomes one of finding a discrete structure---i.e.,...

Section: Color and sketching

Break Ames room illusion: depth from general single images
Jianping Shi, Xin Tao, Li Xu, Jiaya Jia
Article No.: 225
DOI: 10.1145/2816795.2818136

Photos compress 3D visual data to 2D. However, it is still possible to infer depth information even without sophisticated object learning. We propose a solution based on small-scale defocus blur inherent in optical lens and tackle the estimation...

Deviation magnification: revealing departures from ideal geometries
Neal Wadhwa, Tali Dekel, Donglai Wei, Frédo Durand, William T. Freeman
Article No.: 226
DOI: 10.1145/2816795.2818109

Structures and objects are often supposed to have idealized geometries such as straight lines or circles. Although not always visible to the naked eye, in reality, these objects deviate from their idealized models. Our goal is to reveal and...

Revealing and modifying non-local variations in a single image
Tali Dekel, Tomer Michaeli, Michal Irani, William T. Freeman
Article No.: 227
DOI: 10.1145/2816795.2818113

We present an algorithm for automatically detecting and visualizing small non-local variations between repeating structures in a single image. Our method allows to automatically correct these variations, thus producing an 'idealized'...

Transform recipes for efficient cloud photo enhancement
Michaël Gharbi, YiChang Shih, Gaurav Chaurasia, Jonathan Ragan-Kelley, Sylvain Paris, Frédo Durand
Article No.: 228
DOI: 10.1145/2816795.2818127

Cloud image processing is often proposed as a solution to the limited computing power and battery life of mobile devices: it allows complex algorithms to run on powerful servers with virtually unlimited energy supply. Unfortunately, this overlooks...

Section: Color and sketching

Structure and appearance optimization for controllable shape design
Jonàs Martínez, Jérémie Dumas, Sylvain Lefebvre, Li-Yi Wei
Article No.: 229
DOI: 10.1145/2816795.2818101

The field of topology optimization seeks to optimize shapes under structural objectives, such as achieving the most rigid shape using a given quantity of material. Besides optimal shape design, these methods are increasingly popular as design...

Topology-based catalogue exploration framework for identifying view-enhanced tower designs
Harish Doraiswamy, Nivan Ferreira, Marcos Lage, Huy Vo, Luc Wilson, Heidi Werner, Muchan Park, Cláudio Silva
Article No.: 230
DOI: 10.1145/2816795.2818134

There is a growing expectation for high performance design in architecture which negotiates between the requirements of the client and the physical constraints of a building site. Clients for building projects often challenge architects to...

AutoConnect: computational design of 3D-printable connectors
Yuki Koyama, Shinjiro Sueda, Emma Steinhardt, Takeo Igarashi, Ariel Shamir, Wojciech Matusik
Article No.: 231
DOI: 10.1145/2816795.2818060

We present AutoConnect, an automatic method that creates customized, 3D-printable connectors attaching two physical objects together. Users simply position and orient virtual models of the two objects that they want to connect and indicate some...

Magic decorator: automatic material suggestion for indoor digital scenes
Kang Chen, Kun Xu, Yizhou Yu, Tian-Yi Wang, Shi-Min Hu
Article No.: 232
DOI: 10.1145/2816795.2818096

Assigning textures and materials within 3D scenes is a tedious and labor-intensive task. In this paper, we present Magic Decorator, a system that automatically generates material suggestions for 3D indoor scenes. To achieve this goal, we...

Section: Color and sketching

CrossLink: joint understanding of image and 3D model collections through shape and camera pose variations
Moos Hueting, Maks Ovsjanikov, Niloy J. Mitra
Article No.: 233
DOI: 10.1145/2816795.2818097

Collections of images and 3D models hide in them many interesting aspects of our surroundings. Significant efforts have been devoted to organize and explore such data repositories. Most such efforts, however, process the two data modalities...

Joint embeddings of shapes and images via CNN image purification
Yangyan Li, Hao Su, Charles Ruizhongtai Qi, Noa Fish, Daniel Cohen-Or, Leonidas J. Guibas
Article No.: 234
DOI: 10.1145/2816795.2818071

Both 3D models and 2D images contain a wealth of information about everyday objects in our environment. However, it is difficult to semantically link together these two media forms, even when they feature identical or very similar objects. We...

SHED: shape edit distance for fine-grained shape similarity
Yanir Kleiman, Oliver van Kaick, Olga Sorkine-Hornung, Daniel Cohen-Or
Article No.: 235
DOI: 10.1145/2816795.2818116

Computing similarities or distances between 3D shapes is a crucial building block for numerous tasks, including shape retrieval, exploration and classification. Current state-of-the-art distance measures mostly consider the overall appearance of...

Deformation-driven topology-varying 3D shape correspondence
Ibraheem Alhashim, Kai Xu, Yixin Zhuang, Junjie Cao, Patricio Simari, Hao Zhang
Article No.: 236
DOI: 10.1145/2816795.2818088

We present a deformation-driven approach to topology-varying 3D shape correspondence. In this paradigm, the best correspondence between two shapes is the one that results in a minimal-energy, possibly topology-varying, deformation...

Section: Color and sketching

Real-time pixel luminance optimization for dynamic multi-projection mapping
Christian Siegl, Matteo Colaianni, Lucas Thies, Justus Thies, Michael Zollhöfer, Shahram Izadi, Marc Stamminger, Frank Bauer
Article No.: 237
DOI: 10.1145/2816795.2818111

Using projection mapping enables us to bring virtual worlds into shared physical spaces. In this paper, we present a novel, adaptable and real-time projection mapping system, which supports multiple projectors and high quality rendering of dynamic...

An interactive tool for designing quadrotor camera shots
Niels Joubert, Mike Roberts, Anh Truong, Floraine Berthouzoz, Pat Hanrahan
Article No.: 238
DOI: 10.1145/2816795.2818106

Cameras attached to small quadrotor aircraft are rapidly becoming a ubiquitous tool for cinematographers, enabling dynamic camera movements through 3D environments. Currently, professionals use these cameras by flying quadrotors manually, a...

Image-space modal bases for plausible manipulation of objects in video
Abe Davis, Justin G. Chen, Frédo Durand
Article No.: 239
DOI: 10.1145/2816795.2818095

We present algorithms for extracting an image-space representation of object structure from video and using it to synthesize physically plausible animations of objects responding to new, previously unseen forces. Our representation of structure is...

Visual transcripts: lecture notes from blackboard-style lecture videos
Hijung Valentina Shin, Floraine Berthouzoz, Wilmot Li, Frédo Durand
Article No.: 240
DOI: 10.1145/2816795.2818123

Blackboard-style lecture videos are popular, but learning using existing video player interfaces can be challenging. Viewers cannot consume the lecture material at their own pace, and the content is also difficult to search or skim. For these...

Section: Color and sketching

A unified approach for subspace simulation of deformable bodies in multiple domains
Xiaofeng Wu, Rajaditya Mukherjee, Huamin Wang
Article No.: 241
DOI: 10.1145/2816795.2818065

Multi-domain subspace simulation can efficiently and conveniently simulate the deformation of a large deformable body, by constraining the deformation of each domain into a different subspace. The key challenge in implementing this method is how...

Subspace dynamic simulation using rotation-strain coordinates
Zherong Pan, Hujun Bao, Jin Huang
Article No.: 242
DOI: 10.1145/2816795.2818090

In this paper, we propose a full featured and efficient subspace simulation method in the rotation-strain (RS) space for elastic objects. Sharply different from previous methods using the rotation-strain space, except for the ability to handle...

Expediting precomputation for reduced deformable simulation
Yin Yang, Dingzeyu Li, Weiwei Xu, Yuan Tian, Changxi Zheng
Article No.: 243
DOI: 10.1145/2816795.2818089

Model reduction has popularized itself for simulating elastic deformation for graphics applications. While these techniques enjoy orders-of-magnitude speedups at runtime simulation, the efficiency of precomputing reduced subspaces remains largely...

Model-reduced variational fluid simulation
Beibei Liu, Gemma Mason, Julian Hodgson, Yiying Tong, Mathieu Desbrun
Article No.: 244
DOI: 10.1145/2816795.2818130

We present a model-reduced variational Eulerian integrator for incompressible fluids, which combines the efficiency gains of dimension reduction, the qualitative robustness of coarse spatial and temporal resolutions of geometric integrators, and...

Section: Color and sketching

Smoothed aggregation multigrid for cloth simulation
Rasmus Tamstorf, Toby Jones, Stephen F. McCormick
Article No.: 245
DOI: 10.1145/2816795.2818081

Existing multigrid methods for cloth simulation are based on geometric multigrid. While good results have been reported, geometric methods are problematic for unstructured grids, widely varying material properties, and varying anisotropies, and...

A chebyshev semi-iterative approach for accelerating projective and position-based dynamics
Huamin Wang
Article No.: 246
DOI: 10.1145/2816795.2818063

In this paper, we study the use of the Chebyshev semi-iterative approach in projective and position-based dynamics. Although projective dynamics is fundamentally nonlinear, its convergence behavior is similar to that of an iterative method solving...

Non-manifold level sets: a multivalued implicit surface representation with applications to self-collision processing
Nathan Mitchell, Mridul Aanjaneya, Rajsekhar Setaluri, Eftychios Sifakis
Article No.: 247
DOI: 10.1145/2816795.2818100

Level sets have been established as highly versatile implicit surface representations, with widespread use in graphics applications including modeling and dynamic simulation. Nevertheless, level sets are often presumed to be limited, compared to...

SMPL: a skinned multi-person linear model
Matthew Loper, Naureen Mahmood, Javier Romero, Gerard Pons-Moll, Michael J. Black
Article No.: 248
DOI: 10.1145/2816795.2818013

We present a learned model of human body shape and pose-dependent shape variation that is more accurate than previous models and is compatible with existing graphics pipelines. Our Skinned Multi-Person Linear model (SMPL) is a skinned vertex-based...