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ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH 2016, Volume 35 Issue 4, July 2016



Section: Computational cameras

The diffractive achromat full spectrum computational imaging with diffractive optics
Yifan Peng, Qiang Fu, Felix Heide, Wolfgang Heidrich
Article No.: 31
DOI: 10.1145/2897824.2925941

Diffractive optical elements (DOEs) have recently drawn great attention in computational imaging because they can drastically reduce the size and weight of imaging devices compared to their refractive counterparts. However, the inherent strong...

Practical multispectral lighting reproduction
Chloe LeGendre, Xueming Yu, Dai Liu, Jay Busch, Andrew Jones, Sumanta Pattanaik, Paul Debevec
Article No.: 32
DOI: 10.1145/2897824.2925934

We present a practical framework for reproducing omnidirectional incident illumination conditions with complex spectra using a light stage with multispectral LED lights. For lighting acquisition, we augment standard RGB panoramic photography with...

Computational imaging with multi-camera time-of-flight systems
Shikhar Shrestha, Felix Heide, Wolfgang Heidrich, Gordon Wetzstein
Article No.: 33
DOI: 10.1145/2897824.2925928

Depth cameras are a ubiquitous technology used in a wide range of applications, including robotic and machine vision, human-computer interaction, autonomous vehicles as well as augmented and virtual reality. In this paper, we explore the design...

Section: Computational cameras

Example-based plastic deformation of rigid bodies
Ben Jones, Nils Thuerey, Tamar Shinar, Adam W. Bargteil
Article No.: 34
DOI: 10.1145/2897824.2925979

Physics-based animation is often used to animate scenes containing destruction of near-rigid, man-made materials. For these applications, the most important visual features are plastic deformation and fracture. Methods based on continuum mechanics...

Pose-space subspace dynamics
Hongyi Xu, Jernej Barbič
Article No.: 35
DOI: 10.1145/2897824.2925916

We enrich character animations with secondary soft-tissue Finite Element Method (FEM) dynamics computed under arbitrary rigged or skeletal motion. Our method optionally incorporates pose-space deformation (PSD). It runs at milliseconds per frame...

Efficient dynamic skinning with low-rank helper bone controllers
Tomohiko Mukai, Shigeru Kuriyama
Article No.: 36
DOI: 10.1145/2897824.2925905

Dynamic skin deformation is vital for creating life-like characters, and its real-time computation is in great demand in interactive applications. We propose a practical method to synthesize plausible and dynamic skin deformation based on a helper...

Real-time skeletal skinning with optimized centers of rotation
Binh Huy Le, Jessica K. Hodgins
Article No.: 37
DOI: 10.1145/2897824.2925959

Skinning algorithms that work across a broad range of character designs and poses are crucial to creating compelling animations. Currently, linear blend skinning (LBS) and dual quaternion skinning (DQS) are the most widely used, especially for...

Section: Computational cameras

Erosion thickness on medial axes of 3D shapes
Yajie Yan, Kyle Sykes, Erin Chambers, David Letscher, Tao Ju
Article No.: 38
DOI: 10.1145/2897824.2925938

While playing a fundamental role in shape understanding, the medial axis is known to be sensitive to small boundary perturbations. Methods for pruning the medial axis are usually guided by some measure of significance. The majority of significance...

Mesh arrangements for solid geometry
Qingnan Zhou, Eitan Grinspun, Denis Zorin, Alec Jacobson
Article No.: 39
DOI: 10.1145/2897824.2925901

Many high-level geometry processing tasks rely on low-level constructive solid geometry operations. Though trivial for implicit representations, boolean operations are notoriously difficult to execute robustly for explicit boundary...

Section: Computational cameras

Adaptive polynomial rendering
Bochang Moon, Steven McDonagh, Kenny Mitchell, Markus Gross
Article No.: 40
DOI: 10.1145/2897824.2925936

In this paper, we propose a new adaptive rendering method to improve the performance of Monte Carlo ray tracing, by reducing noise contained in rendered images while preserving high-frequency edges. Our method locally approximates an image with...

Real-time polygonal-light shading with linearly transformed cosines
Eric Heitz, Jonathan Dupuy, Stephen Hill, David Neubelt
Article No.: 41
DOI: 10.1145/2897824.2925895

In this paper, we show that applying a linear transformation---represented by a 3 x 3 matrix---to the direction vectors of a spherical distribution yields another spherical distribution, for which we derive a closed-form expression. With this...

Adjoint-driven Russian roulette and splitting in light transport simulation
Jiří Vorba, Jaroslav Křivánek
Article No.: 42
DOI: 10.1145/2897824.2925912

While Russian roulette (RR) and splitting are considered fundamental importance sampling techniques in neutron transport simulations, they have so far received relatively little attention in light transport. In computer graphics, RR and splitting...

Section: Computational cameras

Computational thermoforming
Christian Schüller, Daniele Panozzo, Anselm Grundhöfer, Henning Zimmer, Evgeni Sorkine, Olga Sorkine-Hornung
Article No.: 43
DOI: 10.1145/2897824.2925914

We propose a method to fabricate textured 3D models using thermoforming. Differently from industrial techniques, which target mass production of a specific shape, we propose a combined hardware and software solution to manufacture customized,...

Procedural voronoi foams for additive manufacturing
Jonàs Martínez, Jérémie Dumas, Sylvain Lefebvre
Article No.: 44
DOI: 10.1145/2897824.2925922

Microstructures at the scale of tens of microns change the physical properties of objects, making them lighter or more flexible. While traditionally difficult to produce, additive manufacturing now lets us physically realize such microstructures...

CofiFab: coarse-to-fine fabrication of large 3D objects
Peng Song, Bailin Deng, Ziqi Wang, Zhichao Dong, Wei Li, Chi-Wing Fu, Ligang Liu
Article No.: 45
DOI: 10.1145/2897824.2925876

This paper presents CofiFab, a coarse-to-fine 3D fabrication solution, combining 3D printing and 2D laser cutting for cost-effective fabrication of large objects at lower cost and higher speed. Our key approach is to first build coarse internal...

Section: Computational cameras

RAID: a relation-augmented image descriptor
Paul Guerrero, Niloy J. Mitra, Peter Wonka
Article No.: 46
DOI: 10.1145/2897824.2925939

As humans, we regularly interpret scenes based on how objects are related, rather than based on the objects themselves. For example, we see a person riding an object X or a plank bridging two objects. Current methods provide...

Learning how objects function via co-analysis of interactions
Ruizhen Hu, Oliver van Kaick, Bojian Wu, Hui Huang, Ariel Shamir, Hao Zhang
Article No.: 47
DOI: 10.1145/2897824.2925870

We introduce a co-analysis method which learns a functionality model for an object category, e.g., strollers or backpacks. Like previous works on functionality, we analyze object-to-object interactions and intra-object properties and...

PATEX: exploring pattern variations
Paul Guerrero, Gilbert Bernstein, Wilmot Li, Niloy J. Mitra
Article No.: 48
DOI: 10.1145/2897824.2925950

Patterns play a central role in 2D graphic design. A critical step in the design of patterns is evaluating multiple design alternatives. Exploring these alternatives with existing tools is challenging because most tools force users to work with a...

Section: Computational cameras

A compiler for 3D machine knitting
James McCann, Lea Albaugh, Vidya Narayanan, April Grow, Wojciech Matusik, Jennifer Mankoff, Jessica Hodgins
Article No.: 49
DOI: 10.1145/2897824.2925940

Industrial knitting machines can produce finely detailed, seamless, 3D surfaces quickly and without human intervention. However, the tools used to program them require detailed manipulation and understanding of low-level knitting operations. We...

Physics-driven pattern adjustment for direct 3D garment editing
Aric Bartle, Alla Sheffer, Vladimir G. Kim, Danny M. Kaufman, Nicholas Vining, Floraine Berthouzoz
Article No.: 50
DOI: 10.1145/2897824.2925896

Designers frequently reuse existing designs as a starting point for creating new garments. In order to apply garment modifications, which the designer envisions in 3D, existing tools require meticulous manual editing of 2D patterns. These 2D edits...

Fitting procedural yarn models for realistic cloth rendering
Shuang Zhao, Fujun Luan, Kavita Bala
Article No.: 51
DOI: 10.1145/2897824.2925932

Fabrics play a significant role in many applications in design, prototyping, and entertainment. Recent fiber-based models capture the rich visual appearance of fabrics, but are too onerous to design and edit. Yarn-based procedural models are...

Section: Computational cameras

Tactile mesh saliency
Manfred Lau, Kapil Dev, Weiqi Shi, Julie Dorsey, Holly Rushmeier
Article No.: 52
DOI: 10.1145/2897824.2925927

While the concept of visual saliency has been previously explored in the areas of mesh and image processing, saliency detection also applies to other sensory stimuli. In this paper, we explore the problem of tactile mesh saliency, where we define...

Perceptual effect of shoulder motions on crowd animations
Ludovic Hoyet, Anne-Helene Olivier, Richard Kulpa, Julien Pettré
Article No.: 53
DOI: 10.1145/2897824.2925931

A typical crowd engine pipeline animates numerous moving characters according to a two-step process: global trajectories are generated by a crowd simulator, whereas full body motions are generated by animation engines. Because interactions are...

Body talk: crowdshaping realistic 3D avatars with words
Stephan Streuber, M. Alejandra Quiros-Ramirez, Matthew Q. Hill, Carina A. Hahn, Silvia Zuffi, Alice O'Toole, Michael J. Black
Article No.: 54
DOI: 10.1145/2897824.2925981

Realistic, metrically accurate, 3D human avatars are useful for games, shopping, virtual reality, and health applications. Such avatars are not in wide use because solutions for creating them from high-end scanners, low-cost range cameras, and...

An interaction-aware, perceptual model for non-linear elastic objects
Michal Piovarči, David I. W. Levin, Jason Rebello, Desai Chen, Roman Ďurikovič, Hanspeter Pfister, Wojciech Matusik, Piotr Didyk
Article No.: 55
DOI: 10.1145/2897824.2925885

Everyone, from a shopper buying shoes to a doctor palpating a growth, uses their sense of touch to learn about the world. 3D printing is a powerful technology because it gives us the ability to control the haptic impression an object creates. This...

Section: Computational cameras

Position-normal distributions for efficient rendering of specular microstructure
Ling-Qi Yan, Miloš Hašan, Steve Marschner, Ravi Ramamoorthi
Article No.: 56
DOI: 10.1145/2897824.2925915

Specular BRDF rendering traditionally approximates surface microstructure using a smooth normal distribution, but this ignores glinty effects, easily observable in the real world. While modeling the actual surface microstructure is possible, the...

Multi-scale rendering of scratched materials using a structured SV-BRDF model
Boris Raymond, Gaël Guennebaud, Pascal Barla
Article No.: 57
DOI: 10.1145/2897824.2925945

We introduce a Spatially-Varying BRDF model tailored to the multi-scale rendering of scratched materials such as metals, plastics or finished woods. Our approach takes advantage of the regular structure of scratch distributions to achieve high...

Multiple-scattering microfacet BSDFs with the Smith model
Eric Heitz, Johannes Hanika, Eugene d'Eon, Carsten Dachsbacher
Article No.: 58
DOI: 10.1145/2897824.2925943

Modeling multiple scattering in microfacet theory is considered an important open problem because a non-negligible portion of the energy leaving rough surfaces is due to paths that bounce multiple times. In this paper we derive the missing...

Section: Computational cameras

Cinema 3D: large scale automultiscopic display
Netalee Efrat, Piotr Didyk, Mike Foshey, Wojciech Matusik, Anat Levin
Article No.: 59
DOI: 10.1145/2897824.2925921

While 3D movies are gaining popularity, viewers in a 3D cinema still need to wear cumbersome glasses in order to enjoy them. Automultiscopic displays provide a better alternative to the display of 3D content, as they present multiple angular...

Additive light field displays: realization of augmented reality with holographic optical elements
Seungjae Lee, Changwon Jang, Seokil Moon, Jaebum Cho, Byoungho Lee
Article No.: 60
DOI: 10.1145/2897824.2925971

We propose a see-through additive light field display as a novel type of compressive light field display. We utilize holographic optical elements (HOEs) as transparent additive layers. The HOE layers are almost free from diffraction unlike spatial...

Section: Computational cameras

Generating dynamically feasible trajectories for quadrotor cameras
Mike Roberts, Pat Hanrahan
Article No.: 61
DOI: 10.1145/2897824.2925980

When designing trajectories for quadrotor cameras, it is important that the trajectories respect the dynamics and physical limits of quadrotor hardware. We refer to such trajectories as being feasible. In this paper, we introduce a fast and...

Roto++: accelerating professional rotoscoping using shape manifolds
Wenbin Li, Fabio Viola, Jonathan Starck, Gabriel J. Brostow, Neill D. F. Campbell
Article No.: 62
DOI: 10.1145/2897824.2925973

Rotoscoping (cutting out different characters/objects/layers in raw video footage) is a ubiquitous task in modern post-production and represents a significant investment in person-hours. In this work, we study the particular task of professional...

Rich360: optimized spherical representation from structured panoramic camera arrays
Jungjin Lee, Bumki Kim, Kyehyun Kim, Younghui Kim, Junyong Noh
Article No.: 63
DOI: 10.1145/2897824.2925983

This paper presents Rich360, a novel system for creating and viewing a 360° panoramic video obtained from multiple cameras placed on a structured rig. Rich360 provides an as-rich-as-possible 360° viewing experience by effectively resolving...

Mapping virtual and physical reality
Qi Sun, Li-Yi Wei, Arie Kaufman
Article No.: 64
DOI: 10.1145/2897824.2925883

Real walking offers higher immersive presence for virtual reality (VR) applications than alternative locomotive means such as walking-in-place and external control gadgets, but needs to take into consideration different room sizes, wall shapes,...

Section: Computational cameras

Reflectance modeling by neural texture synthesis
Miika Aittala, Timo Aila, Jaakko Lehtinen
Article No.: 65
DOI: 10.1145/2897824.2925917

We extend parametric texture synthesis to capture rich, spatially varying parametric reflectance models from a single image. Our input is a single head-lit flash image of a mostly flat, mostly stationary (textured) surface, and the output is a...

ZoeMatrope: a system for physical material design
Leo Miyashita, Kota Ishihara, Yoshihiro Watanabe, Masatoshi Ishikawa
Article No.: 66
DOI: 10.1145/2897824.2925925

Reality is the most realistic representation. We introduce a material display called ZoeMatrope that can reproduce a variety of materials with high resolution, dynamic range and light field reproducibility by using compositing and animation...

Section: Computational cameras

Emulating displays with continuously varying frame rates
Krzysztof Templin, Piotr Didyk, Karol Myszkowski, Hans-Peter Seidel
Article No.: 67
DOI: 10.1145/2897824.2925879

The visual quality of a motion picture is significantly influenced by the choice of the presentation frame rate. Increasing the frame rate improves the clarity of the image and helps to alleviate many artifacts, such as blur, strobing, flicker, or...

GazeStereo3D: seamless disparity manipulations
Petr Kellnhofer, Piotr Didyk, Karol Myszkowski, Mohamed M. Hefeeda, Hans-Peter Seidel, Wojciech Matusik
Article No.: 68
DOI: 10.1145/2897824.2925866

Producing a high quality stereoscopic impression on current displays is a challenging task. The content has to be carefully prepared in order to maintain visual comfort, which typically affects the quality of depth reproduction. In this work, we...

Binary continuous image decomposition for multi-view display
Gou Koutaki
Article No.: 69
DOI: 10.1145/2897824.2925949

This paper proposes multi-view display using a digital light processing (DLP) projector and new active shutter glasses. In conventional stereoscopic active shutter systems, active shutter glasses have a 0--1 (open and closed) state, and the right...

Seamless visual sharing with color vision deficiencies
Wuyao Shen, Xiangyu Mao, Xinghong Hu, Tien-Tsin Wong
Article No.: 70
DOI: 10.1145/2897824.2925878

Approximately 250 million people suffer from color vision deficiency (CVD). They can hardly share the same visual content with normal-vision audiences. In this paper, we propose the first system that allows CVD and normal-vision audiences to share...

Section: Computational cameras

Wasserstein barycentric coordinates: histogram regression using optimal transport
Nicolas Bonneel, Gabriel Peyré, Marco Cuturi
Article No.: 71
DOI: 10.1145/2897824.2925918

This article defines a new way to perform intuitive and geometrically faithful regressions on histogram-valued data. It leverages the theory of optimal transport, and in particular the definition of Wasserstein barycenters, to introduce for the...

Entropic metric alignment for correspondence problems
Justin Solomon, Gabriel Peyré, Vladimir G. Kim, Suvrit Sra
Article No.: 72
DOI: 10.1145/2897824.2925903

Many shape and image processing tools rely on computation of correspondences between geometric domains. Efficient methods that stably extract "soft" matches in the presence of diverse geometric structures have proven to be valuable for shape...

Point registration via efficient convex relaxation
Haggai Maron, Nadav Dym, Itay Kezurer, Shahar Kovalsky, Yaron Lipman
Article No.: 73
DOI: 10.1145/2897824.2925913

Point cloud registration is a fundamental task in computer graphics, and more specifically, in rigid and non-rigid shape matching. The rigid shape matching problem can be formulated as the problem of simultaneously aligning and labelling two point...

Bijective maps from simplicial foliations
Marcel Campen, Cláudio T. Silva, Denis Zorin
Article No.: 74
DOI: 10.1145/2897824.2925890

This paper presents a method for bijective parametrization of 2D and 3D objects over canonical domains. While a range of solutions for the two-dimensional case are well-known, our method guarantees bijectivity of mappings also for a large,...

Globally optimal toon tracking
Haichao Zhu, Xueting Liu, Tien-Tsin Wong, Pheng-Ann Heng
Article No.: 75
DOI: 10.1145/2897824.2925872

The ability to identify objects or region correspondences between consecutive frames of a given hand-drawn animation sequence is an indispensable tool for automating animation modification tasks such as sequence-wide recoloring or shape-editing of...

Section: Computational cameras

Resolving fluid boundary layers with particle strength exchange and weak adaptivity
Xinxin Zhang, Minchen Li, Robert Bridson
Article No.: 76
DOI: 10.1145/2897824.2925910

Most fluid scenarios in graphics have a high Reynolds number, where viscosity is dominated by inertial effects, thus most solvers drop viscosity altogether: numerical damping from coarse grids is generally stronger than physical viscosity while...

Schrödinger's smoke
Albert Chern, Felix Knöppel, Ulrich Pinkall, Peter Schröder, Steffen Weißmann
Article No.: 77
DOI: 10.1145/2897824.2925868

We describe a new approach for the purely Eulerian simulation of incompressible fluids. In it, the fluid state is represented by a C2-valued wave function evolving under the Schrödinger equation subject to incompressibility...

Surface-only liquids
Fang Da, David Hahn, Christopher Batty, Chris Wojtan, Eitan Grinspun
Article No.: 78
DOI: 10.1145/2897824.2925899

We propose a novel surface-only technique for simulating incompressible, inviscid and uniform-density liquids with surface tension in three dimensions. The liquid surface is captured by a triangle mesh on which a Lagrangian velocity field is...

Multiphase SPH simulation for interactive fluids and solids
Xiao Yan, Yun-Tao Jiang, Chen-Feng Li, Ralph R. Martin, Shi-Min Hu
Article No.: 79
DOI: 10.1145/2897824.2925897

This work extends existing multiphase-fluid SPH frameworks to cover solid phases, including deformable bodies and granular materials. In our extended multiphase SPH framework, the distribution and shapes of all phases, both fluids and solids, are...

Section: Computational cameras

Unified motion planner for fishes with various swimming styles
Daiki Satoi, Mikihiro Hagiwara, Akira Uemoto, Hisanao Nakadai, Junichi Hoshino
Article No.: 80
DOI: 10.1145/2897824.2925977

We propose a unified motion planner that reproduces variations in swimming styles based on the differences in the fish skeletal structures or the variations in the swimming styles based on changes in environmental conditions. The key idea in our...

Terrain-adaptive locomotion skills using deep reinforcement learning
Xue Bin Peng, Glen Berseth, Michiel van de Panne
Article No.: 81
DOI: 10.1145/2897824.2925881

Reinforcement learning offers a promising methodology for developing skills for simulated characters, but typically requires working with sparse hand-crafted features. Building on recent progress in deep reinforcement learning (DeepRL), we...

Task-based locomotion
Shailen Agrawal, Michiel van de Panne
Article No.: 82
DOI: 10.1145/2897824.2925893

High quality locomotion is key to achieving believable character animation, but is often modeled as a generic stepping motion between two locations. In practice, locomotion often has task-specific characteristics and can exhibit a rich vocabulary...

Section: Computational cameras

Automatically scheduling halide image processing pipelines
Ravi Teja Mullapudi, Andrew Adams, Dillon Sharlet, Jonathan Ragan-Kelley, Kayvon Fatahalian
Article No.: 83
DOI: 10.1145/2897824.2925952

The Halide image processing language has proven to be an effective system for authoring high-performance image processing code. Halide programmers need only provide a high-level strategy for mapping an image processing pipeline to a parallel...

ProxImaL: efficient image optimization using proximal algorithms
Felix Heide, Steven Diamond, Matthias Nießner, Jonathan Ragan-Kelley, Wolfgang Heidrich, Gordon Wetzstein
Article No.: 84
DOI: 10.1145/2897824.2925875

Computational photography systems are becoming increasingly diverse, while computational resources---for example on mobile platforms---are rapidly increasing. As diverse as these camera systems may be, slightly different variants of the underlying...

Rigel: flexible multi-rate image processing hardware
James Hegarty, Ross Daly, Zachary DeVito, Jonathan Ragan-Kelley, Mark Horowitz, Pat Hanrahan
Article No.: 85
DOI: 10.1145/2897824.2925892

Image processing algorithms implemented using custom hardware or FPGAs of can be orders-of-magnitude more energy efficient and performant than software. Unfortunately, converting an algorithm by hand to a hardware description language suitable for...

Section: Computational cameras

Computational design of stable planar-rod structures
Eder Miguel, Mathias Lepoutre, Bernd Bickel
Article No.: 86
DOI: 10.1145/2897824.2925978

We present a computational method for designing wire sculptures consisting of interlocking wires. Our method allows the computation of aesthetically pleasing structures that are structurally stable, efficiently fabricatable with a 2D wire bending...

Non-linear shape optimization using local subspace projections
Przemyslaw Musialski, Christian Hafner, Florian Rist, Michael Birsak, Michael Wimmer, Leif Kobbelt
Article No.: 87
DOI: 10.1145/2897824.2925886

In this paper we present a novel method for non-linear shape optimization of 3d objects given by their surface representation. Our method takes advantage of the fact that various shape properties of interest give rise to underdetermined design...

Acoustic voxels: computational optimization of modular acoustic filters
Dingzeyu Li, David I. W. Levin, Wojciech Matusik, Changxi Zheng
Article No.: 88
DOI: 10.1145/2897824.2925960

Acoustic filters have a wide range of applications, yet customizing them with desired properties is difficult. Motivated by recent progress in additive manufacturing that allows for fast prototyping of complex shapes, we present a computational...

Section: Computational cameras

Beyond developable: computational design and fabrication with auxetic materials
Mina Konaković, Keenan Crane, Bailin Deng, Sofien Bouaziz, Daniel Piker, Mark Pauly
Article No.: 89
DOI: 10.1145/2897824.2925944

We present a computational method for interactive 3D design and rationalization of surfaces via auxetic materials, i.e., flat flexible material that can stretch uniformly up to a certain extent. A key motivation for studying such material...

Computational design of reconfigurables
Akash Garg, Alec Jacobson, Eitan Grinspun
Article No.: 90
DOI: 10.1145/2897824.2925900

A reconfigurable is an object or collection of objects whose transformation between various states defines its functionality or aesthetic appeal. For example, consider a mechanical assembly composed of interlocking pieces, a transforming folding...

Section: Computational cameras

cSculpt: a system for collaborative sculpting
Claudio Calabrese, Gabriele Salvati, Marco Tarini, Fabio Pellacini
Article No.: 91
DOI: 10.1145/2897824.2925956

Collaborative systems are well established solutions for sharing work among people. In computer graphics these workflows are still not well established, compared to what is done for text writing or software development. Usually artists work alone...

StyLit: illumination-guided example-based stylization of 3D renderings
Jakub Fišer, Ondřej Jamriška, Michal Lukáč, Eli Shechtman, Paul Asente, Jingwan Lu, Daniel Sýkora
Article No.: 92
DOI: 10.1145/2897824.2925948

We present an approach to example-based stylization of 3D renderings that better preserves the rich expressiveness of hand-created artwork. Unlike previous techniques, which are mainly guided by colors and normals, our approach is based on light...

Flow-guided warping for image-based shape manipulation
Romain Vergne, Pascal Barla, Georges-Pierre Bonneau, Roland W. Fleming
Article No.: 93
DOI: 10.1145/2897824.2925937

We present an interactive method that manipulates perceived object shape from a single input color image thanks to a warping technique implemented on the GPU. The key idea is to give the illusion of shape sharpening or rounding by exaggerating...

Transfiguring portraits
Ira Kemelmacher-Shlizerman
Article No.: 94
DOI: 10.1145/2897824.2925871

People may look dramatically different by changing their hair color, hair style, when they grow older, in a different era style, or a different country or occupation. Some of those may transfigure appearance and inspire creative changes, some not,...

Section: Computational cameras

Toward animating water with complex acoustic bubbles
Timothy R. Langlois, Changxi Zheng, Doug L. James
Article No.: 95
DOI: 10.1145/2897824.2925904

This paper explores methods for synthesizing physics-based bubble sounds directly from two-phase incompressible simulations of bubbly water flows. By tracking fluid-air interface geometry, we identify bubble geometry and topological changes due to...

Generalized non-reflecting boundaries for fluid re-simulation
Morten Bojsen-Hansen, Chris Wojtan
Article No.: 96
DOI: 10.1145/2897824.2925963

When aiming to seamlessly integrate a fluid simulation into a larger scenario (like an open ocean), careful attention must be paid to boundary conditions. In particular, one must implement special "non-reflecting" boundary conditions, which...

Preserving geometry and topology for fluid flows with thin obstacles and narrow gaps
Vinicius C. Azevedo, Christopher Batty, Manuel M. Oliveira
Article No.: 97
DOI: 10.1145/2897824.2925919

Fluid animation methods based on Eulerian grids have long struggled to resolve flows involving narrow gaps and thin solid features. Past approaches have artificially inflated or voxelized boundaries, although this sacrifices the correct geometry...

Section: Computational cameras

Synthesis of filigrees for digital fabrication
Weikai Chen, Xiaolong Zhang, Shiqing Xin, Yang Xia, Sylvain Lefebvre, Wenping Wang
Article No.: 98
DOI: 10.1145/2897824.2925911

Filigrees are thin patterns found in jewelry, ornaments and lace fabrics. They are often formed of repeated base elements manually composed into larger, delicate patterns. Digital fabrication simplifies the process of turning a virtual model of a...

Designing structurally-sound ornamental curve networks
Jonas Zehnder, Stelian Coros, Bernhard Thomaszewski
Article No.: 99
DOI: 10.1145/2897824.2925888

We present a computational tool for designing ornamental curve networks---structurally-sound physical surfaces with user-controlled aesthetics. In contrast to approaches that leverage texture synthesis for creating decorative surface patterns, our...

Connected fermat spirals for layered fabrication
Haisen Zhao, Fanglin Gu, Qi-Xing Huang, Jorge Garcia, Yong Chen, Changhe Tu, Bedrich Benes, Hao Zhang, Daniel Cohen-Or, Baoquan Chen
Article No.: 100
DOI: 10.1145/2897824.2925958

We develop a new kind of "space-filling" curves, connected Fermat spirals, and show their compelling properties as a tool path fill pattern for layered fabrication. Unlike classical space-filling curves such as the Peano or Hilbert curves,...

Printing arbitrary meshes with a 5DOF wireframe printer
Rundong Wu, Huaishu Peng, François Guimbretière, Steve Marschner
Article No.: 101
DOI: 10.1145/2897824.2925966

Traditional 3D printers fabricate objects by depositing material to build up the model layer by layer. Instead printing only wireframes can reduce printing time and the cost of material while producing effective depictions of shape. However,...

Section: Computational cameras

A semi-implicit material point method for the continuum simulation of granular materials
Gilles Daviet, Florence Bertails-Descoubes
Article No.: 102
DOI: 10.1145/2897824.2925877

We present a new continuum-based method for the realistic simulation of large-scale free-flowing granular materials. We derive a compact model for the rheology of the material, which accounts for the exact nonsmooth Drucker-Prager yield criterion...

Drucker-prager elastoplasticity for sand animation
Gergely Klár, Theodore Gast, Andre Pradhana, Chuyuan Fu, Craig Schroeder, Chenfanfu Jiang, Joseph Teran
Article No.: 103
DOI: 10.1145/2897824.2925906

We simulate sand dynamics using an elastoplastic, continuum assumption. We demonstrate that the Drucker-Prager plastic flow model combined with a Hencky-strain-based hyperelasticity accurately recreates a wide range of visual sand phenomena with...

Fast approximations for boundary element based brittle fracture simulation
David Hahn, Chris Wojtan
Article No.: 104
DOI: 10.1145/2897824.2925902

We present a boundary element based method for fast simulation of brittle fracture. By introducing simplifying assumptions that allow us to quickly estimate stress intensities and opening displacements during crack propagation, we build a fracture...

Section: Computational cameras

Bounded distortion harmonic shape interpolation
Edward Chien, Renjie Chen, Ofir Weber
Article No.: 105
DOI: 10.1145/2897824.2925926

Planar shape interpolation is a classic problem in computer graphics. We present a novel shape interpolation method that blends C planar harmonic mappings represented in closed-form. The intermediate mappings in the...

On the convexity and feasibility of the bounded distortion harmonic mapping problem
Zohar Levi, Ofir Weber
Article No.: 106
DOI: 10.1145/2897824.2925929

Computation of mappings is a central building block in many geometry processing and graphics applications. The pursuit to compute mappings that are injective and have a controllable amount of conformal and isometric distortion is a long endeavor...

Volume-encoded UV-maps
Marco Tarini
Article No.: 107
DOI: 10.1145/2897824.2925898

UV-maps are required in order to apply a 2D texture over a 3D model. Conventional UV-maps are defined by an assignment of uv positions to mesh vertices. We present an alternative representation, volume-encoded UV-maps, in which each point...

Motion graphs for unstructured textured meshes
Fabián Prada, Misha Kazhdan, Ming Chuang, Alvaro Collet, Hugues Hoppe
Article No.: 108
DOI: 10.1145/2897824.2925967

Scanned performances are commonly represented in virtual environments as sequences of textured triangle meshes. Detailed shapes deforming over time benefit from meshes with dynamically evolving connectivity. We analyze these unstructured mesh...

Section: Computational cameras

Live intrinsic video
Abhimitra Meka, Michael Zollhöfer, Christian Richardt, Christian Theobalt
Article No.: 109
DOI: 10.1145/2897824.2925907

Intrinsic video decomposition refers to the fundamentally ambiguous task of separating a video stream into its constituent layers, in particular reflectance and shading layers. Such a decomposition is the basis for a variety of video manipulation...

Let there be color!: joint end-to-end learning of global and local image priors for automatic image colorization with simultaneous classification
Satoshi Iizuka, Edgar Simo-Serra, Hiroshi Ishikawa
Article No.: 110
DOI: 10.1145/2897824.2925974

We present a novel technique to automatically colorize grayscale images that combines both global priors and local image features. Based on Convolutional Neural Networks, our deep network features a fusion layer that allows us to elegantly merge...

Section: Computational cameras

Real-time rendering on a power budget
Rui Wang, Bowen Yu, Julio Marco, Tianlei Hu, Diego Gutierrez, Hujun Bao
Article No.: 111
DOI: 10.1145/2897824.2925889

With recent advances on mobile computing, power consumption has become a significant limiting constraint for many graphics applications. As a result, rendering on a power budget arises as an emerging demand. In this paper, we present a real-time,...

A system for rapid exploration of shader optimization choices
Yong He, Tim Foley, Kayvon Fatahalian
Article No.: 112
DOI: 10.1145/2897824.2925923

We present Spire, a shading language and compiler framework that facilitates rapid exploration of shader optimization choices (such as frequency reduction and algorithmic approximation) afforded by modern real-time graphics engines. Our design...

Efficient GPU rendering of subdivision surfaces using adaptive quadtrees
Wade Brainerd, Tim Foley, Manuel Kraemer, Henry Moreton, Matthias Nießner
Article No.: 113
DOI: 10.1145/2897824.2925874

We present a novel method for real-time rendering of subdivision surfaces whose goal is to make subdivision faces as easy to render as triangles, points, or lines. Our approach uses standard GPU tessellation hardware and processes each face of a...

Section: Computational cameras

Fusion4D: real-time performance capture of challenging scenes
Mingsong Dou, Sameh Khamis, Yury Degtyarev, Philip Davidson, Sean Ryan Fanello, Adarsh Kowdle, Sergio Orts Escolano, Christoph Rhemann, David Kim, Jonathan Taylor, Pushmeet Kohli, Vladimir Tankovich, Shahram Izadi
Article No.: 114
DOI: 10.1145/2897824.2925969

We contribute a new pipeline for live multi-view performance capture, generating temporally coherent high-quality reconstructions in real-time. Our algorithm supports both incremental reconstruction, improving the surface estimation over time, as...

An anatomically-constrained local deformation model for monocular face capture
Chenglei Wu, Derek Bradley, Markus Gross, Thabo Beeler
Article No.: 115
DOI: 10.1145/2897824.2925882

We present a new anatomically-constrained local face model and fitting approach for tracking 3D faces from 2D motion data in very high quality. In contrast to traditional global face models, often built from a large set of blendshapes, we propose...

AutoHair: fully automatic hair modeling from a single image
Menglei Chai, Tianjia Shao, Hongzhi Wu, Yanlin Weng, Kun Zhou
Article No.: 116
DOI: 10.1145/2897824.2925961

We introduce AutoHair, the first fully automatic method for 3D hair modeling from a single portrait image, with no user interaction or parameter tuning. Our method efficiently generates complete and high-quality hair geometries, which are...

Lightweight eye capture using a parametric model
Pascal Bérard, Derek Bradley, Markus Gross, Thabo Beeler
Article No.: 117
DOI: 10.1145/2897824.2925962

Facial scanning has become ubiquitous in digital media, but so far most efforts have focused on reconstructing the skin. Eye reconstruction, on the other hand, has received only little attention, and the current state-of-the-art method is...

Realtime 3D eye gaze animation using a single RGB camera
Congyi Wang, Fuhao Shi, Shihong Xia, Jinxiang Chai
Article No.: 118
DOI: 10.1145/2897824.2925947

This paper presents the first realtime 3D eye gaze capture method that simultaneously captures the coordinated movement of 3D eye gaze, head poses and facial expression deformation using a single RGB camera. Our key idea is to complement a...

Section: Computational cameras

The sketchy database: learning to retrieve badly drawn bunnies
Patsorn Sangkloy, Nathan Burnell, Cusuh Ham, James Hays
Article No.: 119
DOI: 10.1145/2897824.2925954

We present the Sketchy database, the first large-scale collection of sketch-photo pairs. We ask crowd workers to sketch particular photographic objects sampled from 125 categories and acquire 75,471 sketches of 12,500 objects. The Sketchy...

Fidelity vs. simplicity: a global approach to line drawing vectorization
Jean-Dominique Favreau, Florent Lafarge, Adrien Bousseau
Article No.: 120
DOI: 10.1145/2897824.2925946

Vector drawing is a popular representation in graphic design because of the precision, compactness and editability offered by parametric curves. However, prior work on line drawing vectorization focused solely on faithfully capturing input...

Learning to simplify: fully convolutional networks for rough sketch cleanup
Edgar Simo-Serra, Satoshi Iizuka, Kazuma Sasaki, Hiroshi Ishikawa
Article No.: 121
DOI: 10.1145/2897824.2925972

In this paper, we present a novel technique to simplify sketch drawings based on learning a series of convolution operators. In contrast to existing approaches that require vector images as input, we allow the more general and challenging input of...

Legible compact calligrams
Changqing Zou, Junjie Cao, Warunika Ranaweera, Ibraheem Alhashim, Ping Tan, Alla Sheffer, Hao Zhang
Article No.: 122
DOI: 10.1145/2897824.2925887

A calligram is an arrangement of words or letters that creates a visual image, and a compact calligram fits one word into a 2D shape. We introduce a fully automatic method for the generation of legible compact calligrams which...

Section: Computational cameras

HexEx: robust hexahedral mesh extraction
Max Lyon, David Bommes, Leif Kobbelt
Article No.: 123
DOI: 10.1145/2897824.2925976

State-of-the-art hex meshing algorithms consist of three steps: Frame-field design, parametrization generation, and mesh extraction. However, while the first two steps are usually discussed in detail, the last step is often not well studied. In...

All-hex meshing using closed-form induced polycube
Xianzhong Fang, Weiwei Xu, Hujun Bao, Jin Huang
Article No.: 124
DOI: 10.1145/2897824.2925957

The polycube-based hexahedralization methods are robust to generate all-hex meshes without internal singularities. They avoid the difficulty to control the global singularity structure for a valid hexahedralization in frame-field based methods. To...

Fast and exact discrete geodesic computation based on triangle-oriented wavefront propagation
Yipeng Qin, Xiaoguang Han, Hongchuan Yu, Yizhou Yu, Jianjun Zhang
Article No.: 125
DOI: 10.1145/2897824.2925930

Computing discrete geodesic distance over triangle meshes is one of the fundamental problems in computational geometry and computer graphics. In this problem, an effective window pruning strategy can significantly affect the actual running time....

Section: Computational cameras

Real-time facial animation with image-based dynamic avatars
Chen Cao, Hongzhi Wu, Yanlin Weng, Tianjia Shao, Kun Zhou
Article No.: 126
DOI: 10.1145/2897824.2925873

We present a novel image-based representation for dynamic 3D avatars, which allows effective handling of various hairstyles and headwear, and can generate expressive facial animations with fine-scale details in real-time. We develop algorithms for...

JALI: an animator-centric viseme model for expressive lip synchronization
Pif Edwards, Chris Landreth, Eugene Fiume, Karan Singh
Article No.: 127
DOI: 10.1145/2897824.2925984

The rich signals we extract from facial expressions imposes high expectations for the science and art of facial animation. While the advent of high-resolution performance capture has greatly improved realism, the utility of procedural animation...

Perspective-aware manipulation of portrait photos
Ohad Fried, Eli Shechtman, Dan B. Goldman, Adam Finkelstein
Article No.: 128
DOI: 10.1145/2897824.2925933

This paper introduces a method to modify the apparent relative pose and distance between camera and subject given a single portrait photo. Our approach fits a full perspective camera and a parametric 3D head model to the portrait, and then builds...

Painting style transfer for head portraits using convolutional neural networks
Ahmed Selim, Mohamed Elgharib, Linda Doyle
Article No.: 129
DOI: 10.1145/2897824.2925968

Head portraits are popular in traditional painting. Automating portrait painting is challenging as the human visual system is sensitive to the slightest irregularities in human faces. Applying generic painting techniques often deforms facial...

Section: Computational cameras

Interactive sketching of urban procedural models
Gen Nishida, Ignacio Garcia-Dorado, Daniel G. Aliaga, Bedrich Benes, Adrien Bousseau
Article No.: 130
DOI: 10.1145/2897824.2925951

3D modeling remains a notoriously difficult task for novices despite significant research effort to provide intuitive and automated systems. We tackle this problem by combining the strengths of two popular domains: sketch-based modeling and...

Computational network design from functional specifications
Chi-Han Peng, Yong-Liang Yang, Fan Bao, Daniel Fink, Dong-Ming Yan, Peter Wonka, Niloy J. Mitra
Article No.: 131
DOI: 10.1145/2897824.2925935

Connectivity and layout of underlying networks largely determine agent behavior and usage in many environments. For example, transportation networks determine the flow of traffic in a neighborhood, whereas building floorplans determine the flow of...

Crowd-driven mid-scale layout design
Tian Feng, Lap-Fai Yu, Sai-Kit Yeung, KangKang Yin, Kun Zhou
Article No.: 132
DOI: 10.1145/2897824.2925894

We propose a novel approach for designing mid-scale layouts by optimizing with respect to human crowd properties. Given an input layout domain such as the boundary of a shopping mall, our approach synthesizes the paths and sites by optimizing...

Section: Computational cameras

Subdivision exterior calculus for geometry processing
Fernando de Goes, Mathieu Desbrun, Mark Meyer, Tony DeRose
Article No.: 133
DOI: 10.1145/2897824.2925880

This paper introduces a new computational method to solve differential equations on subdivision surfaces. Our approach adapts the numerical framework of Discrete Exterior Calculus (DEC) from the polygonal to the subdivision setting by exploiting...

Accelerated quadratic proxy for geometric optimization
Shahar Z. Kovalsky, Meirav Galun, Yaron Lipman
Article No.: 134
DOI: 10.1145/2897824.2925920

We present the Accelerated Quadratic Proxy (AQP) - a simple first-order algorithm for the optimization of geometric energies defined over triangular and tetrahedral meshes.

The main stumbling block of current optimization techniques used to...

G1 non-uniform Catmull-Clark surfaces
Xin Li, G. Thomas Finnigan, Thomas W. Sederberg
Article No.: 135
DOI: 10.1145/2897824.2925924

This paper develops new refinement rules for non-uniform Catmull-Clark surfaces that produce G1 extraordinary points whose blending functions have a single local maximum. The method consists of designing an "eigen polyhedron" in...

Section: Computational cameras

Modeling dense inflorescences
Andrew Owens, Mikolaj Cieslak, Jeremy Hart, Regine Classen-Bockhoff, Przemyslaw Prusinkiewicz
Article No.: 136
DOI: 10.1145/2897824.2925982

Showy inflorescences - clusters of flowers - are a common feature of many plants, greatly contributing to their beauty. The large numbers of individual flowers (florets), arranged in space in a systematic manner, make inflorescences a natural...

Spectral style transfer for human motion between independent actions
M. Ersin Yumer, Niloy J. Mitra
Article No.: 137
DOI: 10.1145/2897824.2925955

Human motion is complex and difficult to synthesize realistically. Automatic style transfer to transform the mood or identity of a character's motion is a key technology for increasing the value of already synthesized or captured motion data....

A deep learning framework for character motion synthesis and editing
Daniel Holden, Jun Saito, Taku Komura
Article No.: 138
DOI: 10.1145/2897824.2925975

We present a framework to synthesize character movements based on high level parameters, such that the produced movements respect the manifold of human motion, trained on a large motion capture dataset. The learned motion manifold, which is...

PiGraphs: learning interaction snapshots from observations
Manolis Savva, Angel X. Chang, Pat Hanrahan, Matthew Fisher, Matthias Nießner
Article No.: 139
DOI: 10.1145/2897824.2925867

We learn a probabilistic model connecting human poses and arrangements of object geometry from real-world observations of interactions collected with commodity RGB-D sensors. This model is encoded as a set of prototypical interaction graphs...

Section: Computational cameras

Multi-scale label-map extraction for texture synthesis
Yitzchak David Lockerman, Basile Sauvage, Rémi Allègre, Jean-Michel Dischler, Julie Dorsey, Holly Rushmeier
Article No.: 140
DOI: 10.1145/2897824.2925964

Texture synthesis is a well-established area, with many important applications in computer graphics and vision. However, despite their success, synthesis techniques are not used widely in practice because the creation of good exemplars remains...

Time-varying weathering in texture space
Rachele Bellini, Yanir Kleiman, Daniel Cohen-Or
Article No.: 141
DOI: 10.1145/2897824.2925891

We present a technique to synthesize time-varying weathered textures. Given a single texture image as input, the degree of weathering at different regions of the input texture is estimated by prevalence analysis of texture patches. This...

Section: Computational cameras

Soli: ubiquitous gesture sensing with millimeter wave radar
Jaime Lien, Nicholas Gillian, M. Emre Karagozler, Patrick Amihood, Carsten Schwesig, Erik Olson, Hakim Raja, Ivan Poupyrev
Article No.: 142
DOI: 10.1145/2897824.2925953

This paper presents Soli, a new, robust, high-resolution, low-power, miniature gesture sensing technology for human-computer interaction based on millimeter-wave radar. We describe a new approach to developing a radar-based sensor optimized...

Efficient and precise interactive hand tracking through joint, continuous optimization of pose and correspondences
Jonathan Taylor, Lucas Bordeaux, Thomas Cashman, Bob Corish, Cem Keskin, Toby Sharp, Eduardo Soto, David Sweeney, Julien Valentin, Benjamin Luff, Arran Topalian, Erroll Wood, Sameh Khamis, Pushmeet Kohli, Shahram Izadi, Richard Banks, Andrew Fitzgibbon, Jamie Shotton
Article No.: 143
DOI: 10.1145/2897824.2925965

Fully articulated hand tracking promises to enable fundamentally new interactions with virtual and augmented worlds, but the limited accuracy and efficiency of current systems has prevented widespread adoption. Today's dominant paradigm uses...

Rig animation with a tangible and modular input device
Oliver Glauser, Wan-Chun Ma, Daniele Panozzo, Alec Jacobson, Otmar Hilliges, Olga Sorkine-Hornung
Article No.: 144
DOI: 10.1145/2897824.2925909

We propose a novel approach to digital character animation, combining the benefits of tangible input devices and sophisticated rig animation algorithms. A symbiotic software and hardware approach facilitates the animation process for novice and...

Section: Computational cameras

Artist-directed dynamics for 2D animation
Yunfei Bai, Danny M. Kaufman, C. Karen Liu, Jovan Popović
Article No.: 145
DOI: 10.1145/2897824.2925884

Animation artists enjoy the benefits of simulation but do not want to be held back by its constraints. Artist-directed dynamics seeks to resolve this need with a unified method that combines simulation with classical keyframing techniques. The...

SketchiMo: sketch-based motion editing for articulated characters
Byungkuk Choi, Roger Blanco i Ribera, J. P. Lewis, Yeongho Seol, Seokpyo Hong, Haegwang Eom, Sunjin Jung, Junyong Noh
Article No.: 146
DOI: 10.1145/2897824.2925970

We present SketchiMo, a novel approach for the expressive editing of articulated character motion. SketchiMo solves for the motion given a set of projective constraints that relate the sketch inputs to the unknown 3D poses. We introduce the...

Shadow theatre: discovering human motion from a sequence of silhouettes
Jungdam Won, Jehee Lee
Article No.: 147
DOI: 10.1145/2897824.2925869

Shadow theatre is a genre of performance art in which the actors are only visible as shadows projected on the screen. The goal of this study is to generate animated characters, the shadows of which match a sequence of target silhouettes. This...

Section: Computational cameras

Automatic triage for a photo series
Huiwen Chang, Fisher Yu, Jue Wang, Douglas Ashley, Adam Finkelstein
Article No.: 148
DOI: 10.1145/2897824.2925908

People often take a series of nearly redundant pictures to capture a moment or scene. However, selecting photos to keep or share from a large collection is a painful chore. To address this problem, we seek a relative quality measure within a...

Sky is not the limit: semantic-aware sky replacement
Yi-Hsuan Tsai, Xiaohui Shen, Zhe Lin, Kalyan Sunkavalli, Ming-Hsuan Yang
Article No.: 149
DOI: 10.1145/2897824.2925942

Skies are common backgrounds in photos but are often less interesting due to the time of photographing. Professional photographers correct this by using sophisticated tools with painstaking efforts that are beyond the command of ordinary users. In...