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ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2016, Volume 35 Issue 6, November 2016



Section: Human motions

Authoring directed gaze for full-body motion capture
Tomislav Pejsa, Daniel Rakita, Bilge Mutlu, Michael Gleicher
Article No.: 161
DOI: 10.1145/2980179.2982444

We present an approach for adding directed gaze movements to characters animated using full-body motion capture. Our approach provides a comprehensive authoring solution that automatically infers plausible directed gaze from the captured body...

EgoCap: egocentric marker-less motion capture with two fisheye cameras
Helge Rhodin, Christian Richardt, Dan Casas, Eldar Insafutdinov, Mohammad Shafiei, Hans-Peter Seidel, Bernt Schiele, Christian Theobalt
Article No.: 162
DOI: 10.1145/2980179.2980235

Marker-based and marker-less optical skeletal motion-capture methods use an outside-in arrangement of cameras placed around a scene, with viewpoints converging on the center. They often create discomfort with marker suits, and their...

Data-driven inverse dynamics for human motion
Xiaolei Lv, Jinxiang Chai, Shihong Xia
Article No.: 163
DOI: 10.1145/2980179.2982440

Inverse dynamics is an important and challenging problem in human motion modeling, synthesis and simulation, as well as in robotics and biomechanics. Previous solutions to inverse dynamics are often noisy and ambiguous particularly when double...

WarpDriver: context-aware probabilistic motion prediction for crowd simulation
David Wolinski, Ming C. Lin, Julien Pettré
Article No.: 164
DOI: 10.1145/2980179.2982442

Microscopic crowd simulators rely on models of local interaction (e.g. collision avoidance) to synthesize the individual motion of each virtual agent. The quality of the resulting motions heavily depends on this component, which has significantly...

Gesture3D: posing 3D characters via gesture drawings
Mikhail Bessmeltsev, Nicholas Vining, Alla Sheffer
Article No.: 165
DOI: 10.1145/2980179.2980240

Artists routinely use gesture drawings to communicate ideated character poses for storyboarding and other digital media. During subsequent posing of the 3D character models, they use these drawing as a reference, and perform the posing...

Section: Human motions

Downsampling scattering parameters for rendering anisotropic media
Shuang Zhao, Lifan Wu, Frédo Durand, Ravi Ramamoorthi
Article No.: 166
DOI: 10.1145/2980179.2980228

Volumetric micro-appearance models have provided remarkably high-quality renderings, but are highly data intensive and usually require tens of gigabytes in storage. When an object is viewed from a distance, the highest level of detail offered by...

Adaptive matrix column sampling and completion for rendering participating media
Yuchi Huo, Rui Wang, Tianlei Hu, Wei Hua, Hujun Bao
Article No.: 167
DOI: 10.1145/2980179.2980244

Several scalable many-light rendering methods have been proposed recently for the efficient computation of global illumination. However, gathering contributions of virtual lights in participating media remains an inefficient and time-consuming...

Efficient rendering of heterogeneous polydisperse granular media
Thomas Müller, Marios Papas, Markus Gross, Wojciech Jarosz, Jan Novák
Article No.: 168
DOI: 10.1145/2980179.2982429

We address the challenge of efficiently rendering massive assemblies of grains within a forward path-tracing framework. Previous approaches exist for accelerating high-order scattering for a limited, and static, set of granular materials, often...

Image-space control variates for rendering
Fabrice Rousselle, Wojciech Jarosz, Jan Novák
Article No.: 169
DOI: 10.1145/2980179.2982443

We explore the theory of integration with control variates in the context of rendering. Our goal is to optimally combine multiple estimators using their covariances. We focus on two applications, re-rendering and gradient-domain rendering, where...

Simulating the structure and texture of solid wood
Albert Julius Liu, Zhao Dong, Miloš Hašan, Steve Marschner
Article No.: 170
DOI: 10.1145/2980179.2980255

Wood is an important decorative material prized for its unique appearance. It is commonly rendered using artistically authored 2D color and bump textures, which reproduces color patterns on flat surfaces well. But the dramatic anisotropic specular...

Section: Human motions

Structure-oriented networks of shape collections
Noa Fish, Oliver van Kaick, Amit Bermano, Daniel Cohen-Or
Article No.: 171
DOI: 10.1145/2980179.2982409

We introduce a co-analysis technique designed for correspondence inference within large shape collections. Such collections are naturally rich in variation, adding ambiguity to the notoriously difficult problem of correspondence computation. We...

Dynamic furniture modeling through assembly instructions
Tianjia Shao, Dongping Li, Yuliang Rong, Changxi Zheng, Kun Zhou
Article No.: 172
DOI: 10.1145/2980179.2982416

We present a technique for parsing widely used furniture assembly instructions, and reconstructing the 3D models of furniture components and their dynamic assembly process. Our technique takes as input a multi-step assembly instruction in a vector...

Action-driven 3D indoor scene evolution
Rui Ma, Honghua Li, Changqing Zou, Zicheng Liao, Xin Tong, Hao Zhang
Article No.: 173
DOI: 10.1145/2980179.2980223

We introduce a framework for action-driven evolution of 3D indoor scenes, where the goal is to simulate how scenes are altered by human actions, and specifically, by object placements necessitated by the actions. To this end, we develop an...

Emptying, refurnishing, and relighting indoor spaces
Edward Zhang, Michael F. Cohen, Brian Curless
Article No.: 174
DOI: 10.1145/2980179.2982432

Visualizing changes to indoor scenes is important for many applications. When looking for a new place to live, we want to see how the interior looks not with the current inhabitant's belongings, but with our own furniture. Before purchasing a new...

Section: Human motions

Blocking harmful blue light while preserving image color appearance
Kuang-Tsu Shih, Jen-Shuo Liu, Frank Shyu, Su-Ling Yeh, Homer H. Chen
Article No.: 175
DOI: 10.1145/2980179.2982418

Recent study in vision science has shown that blue light in a certain frequency band affects human circadian rhythm and impairs our health. Although applying a light blocker to an image display can block the harmful blue light, it inevitably makes...

Motion parallax in stereo 3D: model and applications
Petr Kellnhofer, Piotr Didyk, Tobias Ritschel, Belen Masia, Karol Myszkowski, Hans-Peter Seidel
Article No.: 176
DOI: 10.1145/2980179.2980230

Binocular disparity is the main depth cue that makes stereoscopic images appear 3D. However, in many scenarios, the range of depth that can be reproduced by this cue is greatly limited and typically fixed due to constraints imposed by displays....

Unsupervised texture transfer from images to model collections
Tuanfeng Y. Wang, Hao Su, Qixing Huang, Jingwei Huang, Leonidas Guibas, Niloy J. Mitra
Article No.: 177
DOI: 10.1145/2980179.2982404

Large 3D model repositories of common objects are now ubiquitous and are increasingly being used in computer graphics and computer vision for both analysis and synthesis tasks. However, images of objects in the real world have a richness of...

Regional foremost matching for internet scene images
Xiaoyong Shen, Xin Tao, Chao Zhou, Hongyun Gao, Jiaya Jia
Article No.: 178
DOI: 10.1145/2980179.2980249

We analyze the dense matching problem for Internet scene images based on the fact that commonly only part of images can be matched due to the variation of view angle, motion, objects, etc. We thus propose regional foremost matching to...

Towards foveated rendering for gaze-tracked virtual reality
Anjul Patney, Marco Salvi, Joohwan Kim, Anton Kaplanyan, Chris Wyman, Nir Benty, David Luebke, Aaron Lefohn
Article No.: 179
DOI: 10.1145/2980179.2980246

Foveated rendering synthesizes images with progressively less detail outside the eye fixation region, potentially unlocking significant speedups for wide field-of-view displays, such as head mounted displays, where target framerate and...

Section: Human motions

Interactive sound propagation with bidirectional path tracing
Chunxiao Cao, Zhong Ren, Carl Schissler, Dinesh Manocha, Kun Zhou
Article No.: 180
DOI: 10.1145/2980179.2982431

We introduce Bidirectional Sound Transport (BST), a new algorithm that simulates sound propagation by bidirectional path tracing using multiple importance sampling. Our approach can handle multiple sources in large virtual environments with...

Crumpling sound synthesis
Gabriel Cirio, Dingzeyu Li, Eitan Grinspun, Miguel A. Otaduy, Changxi Zheng
Article No.: 181
DOI: 10.1145/2980179.2982400

Crumpling a thin sheet produces a characteristic sound, comprised of distinct clicking sounds corresponding to buckling events. We propose a physically based algorithm that automatically synthesizes crumpling sounds for a given thin shell...

gTangle: a grammar for the procedural generation of tangle patterns
Christian Santoni, Fabio Pellacini
Article No.: 182
DOI: 10.1145/2980179.2982417

Tangles are a form of structured pen-and-ink 2D art characterized by repeating, recursive patterns. We present a method to procedurally generate tangle drawings, seen as recursively split sets of arbitrary 2D polygons with holes, with anisotropic...

Representing and scheduling procedural generation using operator graphs
Pedro Boechat, Mark Dokter, Michael Kenzel, Hans-Peter Seidel, Dieter Schmalstieg, Markus Steinberger
Article No.: 183
DOI: 10.1145/2980179.2980227

In this paper, we present the concept of operator graph scheduling for high performance procedural generation on the graphics processing unit (GPU). The operator graph forms an intermediate representation that describes all possible operations and...

Printone: interactive resonance simulation for free-form print-wind instrument design
Nobuyuki Umetani, Athina Panotopoulou, Ryan Schmidt, Emily Whiting
Article No.: 184
DOI: 10.1145/2980179.2980250

This paper presents an interactive design interface for three-dimensional free-form musical wind instruments. The sound of a wind instrument is governed by the acoustic resonance as a result of complicated interactions of sound waves and internal...

Section: Human motions

Simultaneous acquisition of microscale reflectance and normals
Giljoo Nam, Joo Ho Lee, Hongzhi Wu, Diego Gutierrez, Min H. Kim
Article No.: 185
DOI: 10.1145/2980179.2980220

Acquiring microscale reflectance and normals is useful for digital documentation and identification of real-world materials. However, its simultaneous acquisition has rarely been explored due to the difficulties of combining both sources of...

An intuitive control space for material appearance
Ana Serrano, Diego Gutierrez, Karol Myszkowski, Hans-Peter Seidel, Belen Masia
Article No.: 186
DOI: 10.1145/2980179.2980242

Many different techniques for measuring material appearance have been proposed in the last few years. These have produced large public datasets, which have been used for accurate, data-driven appearance modeling. However, although these datasets...

Recovering shape and spatially-varying surface reflectance under unknown illumination
Rui Xia, Yue Dong, Pieter Peers, Xin Tong
Article No.: 187
DOI: 10.1145/2980179.2980248

We present a novel integrated approach for estimating both spatially-varying surface reflectance and detailed geometry from a video of a rotating object under unknown static illumination. Key to our method is the decoupling of the recovery of...

Minimal BRDF sampling for two-shot near-field reflectance acquisition
Zexiang Xu, Jannik Boll Nielsen, Jiyang Yu, Henrik Wann Jensen, Ravi Ramamoorthi
Article No.: 188
DOI: 10.1145/2980179.2982396

We develop a method to acquire the BRDF of a homogeneous flat sample from only two images, taken by a near-field perspective camera, and lit by a directional light source. Our method uses the MERL BRDF database to determine the optimal set of...

Sparse-as-possible SVBRDF acquisition
Zhiming Zhou, Guojun Chen, Yue Dong, David Wipf, Yong Yu, John Snyder, Xin Tong
Article No.: 189
DOI: 10.1145/2980179.2980247

We present a novel method for capturing real-world, spatially-varying surface reflectance from a small number of object views (k). Our key observation is that a specific target's reflectance can be represented by a small number of custom...

Section: Human motions

Computational bounce flash for indoor portraits
Lukas Murmann, Abe Davis, Jan Kautz, Frédo Durand
Article No.: 190
DOI: 10.1145/2980179.2980219

Portraits taken with direct flash look harsh and unflattering because the light source comes from a small set of angles very close to the camera. Advanced photographers address this problem by using bounce flash, a technique where the flash...

Deep joint demosaicking and denoising
Michaël Gharbi, Gaurav Chaurasia, Sylvain Paris, Frédo Durand
Article No.: 191
DOI: 10.1145/2980179.2982399

Demosaicking and denoising are the key first stages of the digital imaging pipeline but they are also a severely ill-posed problem that infers three color values per pixel from a single noisy measurement. Earlier methods rely on hand-crafted...

Burst photography for high dynamic range and low-light imaging on mobile cameras
Samuel W. Hasinoff, Dillon Sharlet, Ryan Geiss, Andrew Adams, Jonathan T. Barron, Florian Kainz, Jiawen Chen, Marc Levoy
Article No.: 192
DOI: 10.1145/2980179.2980254

Cell phone cameras have small apertures, which limits the number of photons they can gather, leading to noisy images in low light. They also have small sensor pixels, which limits the number of electrons each pixel can store, leading to limited...

Learning-based view synthesis for light field cameras
Nima Khademi Kalantari, Ting-Chun Wang, Ravi Ramamoorthi
Article No.: 193
DOI: 10.1145/2980179.2980251

With the introduction of consumer light field cameras, light field imaging has recently become widespread. However, there is an inherent trade-off between the angular and spatial resolution, and thus, these cameras often sparsely sample in either...

Birefractive stereo imaging for single-shot depth acquisition
Seung-Hwan Baek, Diego Gutierrez, Min H. Kim
Article No.: 194
DOI: 10.1145/2980179.2980221

We propose a novel birefractive depth acquisition method, which allows for single-shot depth imaging by just placing a birefringent material in front of the lens. While most transmissive materials present a single refractive index per...

Section: Human motions

360° video stabilization
Johannes Kopf
Article No.: 195
DOI: 10.1145/2980179.2982405

We present a hybrid 3D-2D algorithm for stabilizing 360° video using a deformable rotation motion model. Our algorithm uses 3D analysis to estimate the rotation between key frames that are appropriately spaced such that the right amount of...

Temporally coherent completion of dynamic video
Jia-Bin Huang, Sing Bing Kang, Narendra Ahuja, Johannes Kopf
Article No.: 196
DOI: 10.1145/2980179.2982398

We present an automatic video completion algorithm that synthesizes missing regions in videos in a temporally coherent fashion. Our algorithm can handle dynamic scenes captured using a moving camera. State-of-the-art approaches have difficulties...

Robust background identification for dynamic video editing
Fang-Lue Zhang, Xian Wu, Hao-Tian Zhang, Jue Wang, Shi-Min Hu
Article No.: 197
DOI: 10.1145/2980179.2980243

Extracting background features for estimating the camera path is a key step in many video editing and enhancement applications. Existing approaches often fail on highly dynamic videos that are shot by moving cameras and contain severe foreground...

Jump: virtual reality video
Robert Anderson, David Gallup, Jonathan T. Barron, Janne Kontkanen, Noah Snavely, Carlos Hernández, Sameer Agarwal, Steven M. Seitz
Article No.: 198
DOI: 10.1145/2980179.2980257

We present Jump, a practical system for capturing high resolution, omnidirectional stereo (ODS) video suitable for wide scale consumption in currently available virtual reality (VR) headsets. Our system consists of a video camera built using...

Section: Human motions

SMASH: physics-guided reconstruction of collisions from videos
Aron Monszpart, Nils Thuerey, Niloy J. Mitra
Article No.: 199
DOI: 10.1145/2980179.2982421

Collision sequences are commonly used in games and entertainment to add drama and excitement. Authoring even two body collisions in the real world can be difficult, as one has to get timing and the object trajectories to be correctly synchronized....

Eulerian solid-fluid coupling
Yun Teng, David I. W. Levin, Theodore Kim
Article No.: 200
DOI: 10.1145/2980179.2980229

We present a new method that achieves a two-way coupling between deformable solids and an incompressible fluid where the underlying geometric representation is entirely Eulerian. Using the recently developed Eulerian Solids approach [Levin et al....

A scalable schur-complement fluids solver for heterogeneous compute platforms
Haixiang Liu, Nathan Mitchell, Mridul Aanjaneya, Eftychios Sifakis
Article No.: 201
DOI: 10.1145/2980179.2982430

We present a scalable parallel solver for the pressure Poisson equation in fluids simulation which can accommodate complex irregular domains in the order of a billion degrees of freedom, using a single server or workstation fitted with GPU or...

Dispersion kernels for water wave simulation
José A. Canabal, David Miraut, Nils Thuerey, Theodore Kim, Javier Portilla, Miguel A. Otaduy
Article No.: 202
DOI: 10.1145/2980179.2982415

We propose a method to simulate the rich, scale-dependent dynamics of water waves. Our method preserves the dispersion properties of real waves, yet it supports interactions with obstacles and is computationally efficient. Fundamentally, it...

Section: Human motions

Bilateral guided upsampling
Jiawen Chen, Andrew Adams, Neal Wadhwa, Samuel W. Hasinoff
Article No.: 203
DOI: 10.1145/2980179.2982423

We present an algorithm to accelerate a large class of image processing operators. Given a low-resolution reference input and output pair, we model the operator by fitting local curves that map the input to the output. We can then produce a...

Parallel recursive filtering of infinite input extensions
Diego Nehab, André Maximo
Article No.: 204
DOI: 10.1145/2980179.2980222

Filters with slowly decaying impulse responses have many uses in computer graphics. Recursive filters are often the fastest option for such cases. In this paper, we derive closed-form formulas for computing the exact initial feedbacks needed for...

Rapid, detail-preserving image downscaling
Nicolas Weber, Michael Waechter, Sandra C. Amend, Stefan Guthe, Michael Goesele
Article No.: 205
DOI: 10.1145/2980179.2980239

Image downscaling is arguably the most frequently used image processing tool. We present an algorithm based on convolutional filters where input pixels contribute more to the output image the more their color deviates from their local...

VizGen: accelerating visual computing prototypes in dynamic languages
Yuting Yang, Sam Prestwood, Connelly Barnes
Article No.: 206
DOI: 10.1145/2980179.2982403

This paper introduces a novel domain-specific compiler, which translates visual computing programs written in dynamic languages to highly efficient code. We define "dynamic" languages as those such as Python and MATLAB, which feature dynamic...

Section: Human motions

Relationship templates for creating scene variations
Xi Zhao, Ruizhen Hu, Paul Guerrero, Niloy Mitra, Taku Komura
Article No.: 207
DOI: 10.1145/2980179.2982410

We propose a novel example-based approach to synthesize scenes with complex relations, e.g., when one object is 'hooked', 'surrounded', 'contained' or 'tucked into' another object. Existing relationship descriptors used in automatic scene...

Shape2Vec: semantic-based descriptors for 3D shapes, sketches and images
Flora Ponjou Tasse, Neil Dodgson
Article No.: 208
DOI: 10.1145/2980179.2980253

Convolutional neural networks have been successfully used to compute shape descriptors, or jointly embed shapes and sketches in a common vector space. We propose a novel approach that leverages both labeled 3D shapes and semantic information...

Functionality preserving shape style transfer
Zhaoliang Lun, Evangelos Kalogerakis, Rui Wang, Alla Sheffer
Article No.: 209
DOI: 10.1145/2980179.2980237

When geometric models with a desired combination of style and functionality are not available, they currently need to be created manually. We facilitate algorithmic synthesis of 3D models of man-made shapes which combines user-specified style,...

A scalable active framework for region annotation in 3D shape collections
Li Yi, Vladimir G. Kim, Duygu Ceylan, I-Chao Shen, Mengyan Yan, Hao Su, Cewu Lu, Qixing Huang, Alla Sheffer, Leonidas Guibas
Article No.: 210
DOI: 10.1145/2980179.2980238

Large repositories of 3D shapes provide valuable input for data-driven analysis and modeling tools. They are especially powerful once annotated with semantic information such as salient regions and functional parts. We propose a novel active...

Section: Human motions

High-resolution interaction with corotational coarsening models
Rosell Torres, Alejandro Rodríguez, José M. Espadero, Miguel A. Otaduy
Article No.: 211
DOI: 10.1145/2980179.2982414

This paper presents a numerical coarsening method for corotational elasticity, which enables interactive large deformation of high-resolution heterogeneous objects. Our method derives a coarse elastic model from a high-resolution discretization of...

Descent methods for elastic body simulation on the GPU
Huamin Wang, Yin Yang
Article No.: 212
DOI: 10.1145/2980179.2980236

We show that many existing elastic body simulation approaches can be interpreted as descent methods, under a nonlinear optimization framework derived from implicit time integration. The key question is how to find an effective descent direction...

Reconstructing personalized anatomical models for physics-based body animation
Petr Kadleček, Alexandru-Eugen Ichim, Tiantian Liu, Jaroslav Křivánek, Ladislav Kavan
Article No.: 213
DOI: 10.1145/2980179.2982438

We present a method to create personalized anatomical models ready for physics-based animation, using only a set of 3D surface scans. We start by building a template anatomical model of an average male which supports deformations due to both 1)...

Vivace: a practical gauss-seidel method for stable soft body dynamics
Marco Fratarcangeli, Valentina Tibaldo, Fabio Pellacini
Article No.: 214
DOI: 10.1145/2980179.2982437

The solution of large sparse systems of linear constraints is at the base of most interactive solvers for physically-based animation of soft body dynamics. We focus on applications with hard and tight per-frame resource budgets, such as video...

Section: Human motions

Bounded distortion parametrization in the space of metrics
Edward Chien, Zohar Levi, Ofir Weber
Article No.: 215
DOI: 10.1145/2980179.2982426

We present a framework for global parametrization that utilizes the edge lengths (squared) of the mesh as variables. Given a mesh with arbitrary topology and prescribed cone singularities, we flatten the original metric of the surface under strict...

Computing inversion-free mappings by simplex assembly
Xiao-Ming Fu, Yang Liu
Article No.: 216
DOI: 10.1145/2980179.2980231

We present a novel method, called Simplex Assembly, to compute inversion-free mappings with low or bounded distortion on simplicial meshes. Our method involves two steps: simplex disassembly and simplex assembly. Given a simplicial mesh and...

Hyperbolic orbifold tutte embeddings
Noam Aigerman, Yaron Lipman
Article No.: 217
DOI: 10.1145/2980179.2982412

Tutte's embedding is one of the most popular approaches for computing parameterizations of surface meshes in computer graphics and geometry processing. Its popularity can be attributed to its simplicity, the guaranteed bijectivity of the...

Interactively controlled quad remeshing of high resolution 3D models
Hans-Christian Ebke, Patrick Schmidt, Marcel Campen, Leif Kobbelt
Article No.: 218
DOI: 10.1145/2980179.2982413

Parametrization based methods have recently become very popular for the generation of high quality quad meshes. In contrast to previous approaches, they allow for intuitive user control in order to accommodate all kinds of application driven...

Section: Human motions

Corrective 3D reconstruction of lips from monocular video
Pablo Garrido, Michael Zollhöfer, Chenglei Wu, Derek Bradley, Patrick Pérez, Thabo Beeler, Christian Theobalt
Article No.: 219
DOI: 10.1145/2980179.2982419

In facial animation, the accurate shape and motion of the lips of virtual humans is of paramount importance, since subtle nuances in mouth expression strongly influence the interpretation of speech and the conveyed emotion. Unfortunately, passive...

Model-based teeth reconstruction
Chenglei Wu, Derek Bradley, Pablo Garrido, Michael Zollhöfer, Christian Theobalt, Markus Gross, Thabo Beeler
Article No.: 220
DOI: 10.1145/2980179.2980233

In recent years, sophisticated image-based reconstruction methods for the human face have been developed. These methods capture highly detailed static and dynamic geometry of the whole face, or specific models of face regions, such as hair, eyes...

High-fidelity facial and speech animation for VR HMDs
Kyle Olszewski, Joseph J. Lim, Shunsuke Saito, Hao Li
Article No.: 221
DOI: 10.1145/2980179.2980252

Significant challenges currently prohibit expressive interaction in virtual reality (VR). Occlusions introduced by head-mounted displays (HMDs) make existing facial tracking techniques intractable, and even state-of-the-art techniques used for...

Sphere-meshes for real-time hand modeling and tracking
Anastasia Tkach, Mark Pauly, Andrea Tagliasacchi
Article No.: 222
DOI: 10.1145/2980179.2980226

Modern systems for real-time hand tracking rely on a combination of discriminative and generative approaches to robustly recover hand poses. Generative approaches require the specification of a geometric model. In this paper, we propose a the use...

Section: Human motions

FlexMolds: automatic design of flexible shells for molding
Luigi Malomo, Nico Pietroni, Bernd Bickel, Paolo Cignoni
Article No.: 223
DOI: 10.1145/2980179.2982397

We present FlexMolds, a novel computational approach to automatically design flexible, reusable molds that, once 3D printed, allow us to physically fabricate, by means of liquid casting, multiple copies of complex shapes with rich surface details...

FrameFab: robotic fabrication of frame shapes
Yijiang Huang, Juyong Zhang, Xin Hu, Guoxian Song, Zhongyuan Liu, Lei Yu, Ligang Liu
Article No.: 224
DOI: 10.1145/2980179.2982401

Frame shapes, which are made of struts, have been widely used in many fields, such as art, sculpture, architecture, and geometric modeling, etc. An interest in robotic fabrication of frame shapes via spatial thermoplastic extrusion has been...

Fabrication of freeform objects by principal strips
Masahito Takezawa, Takuma Imai, Kentaro Shida, Takashi Maekawa
Article No.: 225
DOI: 10.1145/2980179.2982406

Current CAD modeling techniques enable the design of objects with aesthetically pleasing smooth freeform surfaces. However, the fabrication of these freeform shapes remains challenging. Our novel method uses orthogonal principal strips to...

Stochastic structural analysis for context-aware design and fabrication
Timothy Langlois, Ariel Shamir, Daniel Dror, Wojciech Matusik, David I. W. Levin
Article No.: 226
DOI: 10.1145/2980179.2982436

In this paper we propose failure probabilities as a semantically and mechanically meaningful measure of object fragility. We present a stochastic finite element method which exploits fast rigid body simulation and reduced-space approaches to...

Computational multicopter design
Tao Du, Adriana Schulz, Bo Zhu, Bernd Bickel, Wojciech Matusik
Article No.: 227
DOI: 10.1145/2980179.2982427

We present an interactive system for computational design, optimization, and fabrication of multicopters. Our computational approach allows non-experts to design, explore, and evaluate a wide range of different multicopters. We provide users with...

Section: Human motions

Efficient GPU path rendering using scanline rasterization
Rui Li, Qiming Hou, Kun Zhou
Article No.: 228
DOI: 10.1145/2980179.2982434

We introduce a novel GPU path rendering method based on scan-line rasterization, which is highly work-efficient but traditionally considered as GPU hostile. Our method is parallelized over boundary fragments, i.e., pixels directly...

Pyramid of arclength descriptor for generating collage of shapes
Kin Chung Kwan, Lok Tsun Sinn, Chu Han, Tien-Tsin Wong, Chi-Wing Fu
Article No.: 229
DOI: 10.1145/2980179.2980234

This paper tackles a challenging 2D collage generation problem, focusing on shapes: we aim to fill a given region by packing irregular and reasonably-sized shapes with minimized gaps and overlaps. To achieve this nontrivial problem, we first have...

GST: GPU-decodable supercompressed textures
Pavel Krajcevski, Srihari Pratapa, Dinesh Manocha
Article No.: 230
DOI: 10.1145/2980179.2982439

Modern GPUs supporting compressed textures allow interactive application developers to save scarce GPU resources such as VRAM and bandwidth. Compressed textures use fixed compression ratios whose lossy representations are significantly poorer...

Scalable inside-out image-based rendering
Peter Hedman, Tobias Ritschel, George Drettakis, Gabriel Brostow
Article No.: 231
DOI: 10.1145/2980179.2982420

Our aim is to give users real-time free-viewpoint rendering of real indoor scenes, captured with off-the-shelf equipment such as a high-quality color camera and a commodity depth sensor. Image-based Rendering (IBR) can provide the realistic...

Section: Human motions

Mesh denoising via cascaded normal regression
Peng-Shuai Wang, Yang Liu, Xin Tong
Article No.: 232
DOI: 10.1145/2980179.2980232

We present a data-driven approach for mesh denoising. Our key idea is to formulate the denoising process with cascaded non-linear regression functions and learn them from a set of noisy meshes and their ground-truth counterparts. Each regression...

Practical 3D frame field generation
Nicolas Ray, Dmitry Sokolov, Bruno Lévy
Article No.: 233
DOI: 10.1145/2980179.2982408

Given a tetrahedral mesh, the algorithm described in this article produces a smooth 3D frame field, i.e. a set of three orthogonal directions associated with each vertex of the input mesh. The field varies smoothly inside the volume, and matches...

Interchangeable components for hands-on assembly based modelling
Noah Duncan, Lap-Fai Yu, Sai-Kit Yeung
Article No.: 234
DOI: 10.1145/2980179.2982402

Interchangeable components allow an object to be easily reconfigured, but usually reveal that the object is composed of parts. In this work, we present a computational approach for the design of components which are interchangeable, but also form...

Fast and reliable example-based mesh IK for stylized deformations
Kevin Wampler
Article No.: 235
DOI: 10.1145/2980179.2982433

Example-based shape deformation allows a mesh to be easily manipulated or animated with simple inputs. As the user pulls parts of the shape, the rest of the mesh automatically changes in an intuitive way by drawing from a set of exemplars. This...

Section: Human motions

Interactive mechanism modeling from multi-view images
Mingliang Xu, Mingyuan Li, Weiwei Xu, Zhigang Deng, Yin Yang, Kun Zhou
Article No.: 236
DOI: 10.1145/2980179.2982425

In this paper, we present an interactive system for mechanism modeling from multi-view images. Its key feature is that the generated 3D mechanism models contain not only geometric shapes but also internal motion structures: they can be directly...

Block assembly for global registration of building scans
Feilong Yan, Liangliang Nan, Peter Wonka
Article No.: 237
DOI: 10.1145/2980179.2980241

We propose a framework for global registration of building scans. The first contribution of our work is to detect and use portals (e.g., doors and windows) to improve the local registration between two scans. Our second contribution is an...

3D attention-driven depth acquisition for object identification
Kai Xu, Yifei Shi, Lintao Zheng, Junyu Zhang, Min Liu, Hui Huang, Hao Su, Daniel Cohen-Or, Baoquan Chen
Article No.: 238
DOI: 10.1145/2980179.2980224

We address the problem of autonomously exploring unknown objects in a scene by consecutive depth acquisitions. The goal is to reconstruct the scene while online identifying the objects from among a large collection of 3D shapes. Fine-grained shape...

Automated view and path planning for scalable multi-object 3D scanning
Xinyi Fan, Linguang Zhang, Benedict Brown, Szymon Rusinkiewicz
Article No.: 239
DOI: 10.1145/2980179.2980225

Demand for high-volume 3D scanning of real objects is rapidly growing in a wide range of applications, including online retailing, quality-control for manufacturing, stop motion capture for 3D animation, and archaeological documentation and...

Directing user attention via visual flow on web designs
Xufang Pang, Ying Cao, Rynson W. H. Lau, Antoni B. Chan
Article No.: 240
DOI: 10.1145/2980179.2982422

We present a novel approach that allows web designers to easily direct user attention via visual flow on web designs. By collecting and analyzing users' eye gaze data on real-world webpages under the task-driven condition, we build two user...

Section: Human motions

Power coordinates: a geometric construction of barycentric coordinates on convex polytopes
Max Budninskiy, Beibei Liu, Yiying Tong, Mathieu Desbrun
Article No.: 241
DOI: 10.1145/2980179.2982441

We present a full geometric parameterization of generalized barycentric coordinates on convex polytopes. We show that these continuous and non-negative coefficients ensuring linear precision can be efficiently and exactly computed through a power...

Optimal voronoi tessellations with hessian-based anisotropy
Max Budninskiy, Beibei Liu, Fernando de Goes, Yiying Tong, Pierre Alliez, Mathieu Desbrun
Article No.: 242
DOI: 10.1145/2980179.2980245

This paper presents a variational method to generate cell complexes with local anisotropy conforming to the Hessian of any given convex function and for any given local mesh density. Our formulation builds upon approximation theory to offer an...

Manifold differential evolution (MDE): a global optimization method for geodesic centroidal voronoi tessellations on meshes
Yong-Jin Liu, Chun-Xu Xu, Ran Yi, Dian Fan, Ying He
Article No.: 243
DOI: 10.1145/2980179.2982424

Computing centroidal Voronoi tessellations (CVT) has many applications in computer graphics. The existing methods, such as the Lloyd algorithm and the quasi-Newton solver, are efficient and easy to implement; however, they compute only the local...

Centroidal power diagrams with capacity constraints: computation, applications, and extension
Shi-Qing Xin, Bruno Lévy, Zhonggui Chen, Lei Chu, Yaohui Yu, Changhe Tu, Wenping Wang
Article No.: 244
DOI: 10.1145/2980179.2982428

This article presents a new method to optimally partition a geometric domain with capacity constraints on the partitioned regions. It is an important problem in many fields, ranging from engineering to economics. It is known that a...

Section: Human motions

Robust light transport simulation via metropolised bidirectional estimators
Martin Šik, Hisanari Otsu, Toshiya Hachisuka, Jaroslav Křivánek
Article No.: 245
DOI: 10.1145/2980179.2982411

Efficiently simulating light transport in various scenes with a single algorithm is a difficult and important problem in computer graphics. Two major issues have been shown to hinder the efficiency of the existing solutions: light transport due to...

Temporal gradient-domain path tracing
Marco Manzi, Markus Kettunen, Frédo Durand, Matthias Zwicker, Jaakko Lehtinen
Article No.: 246
DOI: 10.1145/2980179.2980256

We present a novel approach to improve temporal coherence in Monte Carlo renderings of animation sequences. Unlike other approaches that exploit temporal coherence in a post-process, our technique does so already during sampling. Building on...

Low-discrepancy blue noise sampling
Abdalla G. M. Ahmed, Hélène Perrier, David Coeurjolly, Victor Ostromoukhov, Jianwei Guo, Dong-Ming Yan, Hui Huang, Oliver Deussen
Article No.: 247
DOI: 10.1145/2980179.2980218

We present a novel technique that produces two-dimensional low-discrepancy (LD) blue noise point sets for sampling. Using one-dimensional binary van der Corput sequences, we construct two-dimensional LD point sets, and rearrange them to match a...

Stair blue noise sampling
Bhavya Kailkhura, Jayaraman J. Thiagarajan, Peer-Timo Bremer, Pramod K. Varshney
Article No.: 248
DOI: 10.1145/2980179.2982435

A common solution to reducing visible aliasing artifacts in image reconstruction is to employ sampling patterns with a blue noise power spectrum. These sampling patterns can prevent discernible artifacts by replacing them with incoherent noise....

Texture space caching and reconstruction for ray tracing
Jacob Munkberg, Jon Hasselgren, Petrik Clarberg, Magnus Andersson, Tomas Akenine-Möller
Article No.: 249
DOI: 10.1145/2980179.2982407

We present a texture space caching and reconstruction system for Monte Carlo ray tracing. Our system gathers and filters shading on-demand, including querying secondary rays, directly within a filter footprint around the current shading...