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ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2017, Volume 36 Issue 6, November 2017

Section: Form, furniture, and fashion

Position-based tensegrity design
Nico Pietroni, Marco Tarini, Amir Vaxman, Daniele Panozzo, Paolo Cignoni
Article No.: 172
DOI: 10.1145/3130800.3130809

We propose a novel framework for the computational design of tensegrity structures, which are constructions made of struts and cables, held rigid by continuous tension between the elements. Tensegrities are known to be difficult to...

Material-minimizing forms and structures
Martin Kilian, Davide Pellis, Johannes Wallner, Helmut Pottmann
Article No.: 173
DOI: 10.1145/3130800.3130827

Three-dimensional structures in building construction and architecture are realized with conflicting goals in mind: engineering considerations and financial constraints easily are at odds with creative aims. It would therefore be very beneficial...

Reconfigurable interlocking furniture
Peng Song, Chi-Wing Fu, Yueming Jin, Hongfei Xu, Ligang Liu, Pheng-Ann Heng, Daniel Cohen-Or
Article No.: 174
DOI: 10.1145/3130800.3130803

Reconfigurable assemblies consist of a common set of parts that can be assembled into different forms for use in different situations. Designing these assemblies is a complex problem, since it requires a compatible decomposition of shapes with...

Fabricable tile decors
Weikai Chen, Yuexin Ma, Sylvain Lefebvre, Shiqing Xin, Jonàs Martínez, wenping wang
Article No.: 175
DOI: 10.1145/3130800.3130817

Recent advances in 3D printing have made it easier to manufacture customized objects by ordinary users in an affordable manner, and therefore spurred high demand for more accessible methods for designing and fabricating 3D objects of various...

Section: HDR and image manipulation

Learning to predict indoor illumination from a single image
Marc-André Gardner, Kalyan Sunkavalli, Ersin Yumer, Xiaohui Shen, Emiliano Gambaretto, Christian Gagné, Jean-François Lalonde
Article No.: 176
DOI: 10.1145/3130800.3130891

We propose an automatic method to infer high dynamic range illumination from a single, limited field-of-view, low dynamic range photograph of an indoor scene. In contrast to previous work that relies on specialized image capture, user input,...

Deep reverse tone mapping
Yuki Endo, Yoshihiro Kanamori, Jun Mitani
Article No.: 177
DOI: 10.1145/3130800.3130834

Inferring a high dynamic range (HDR) image from a single low dynamic range (LDR) input is an ill-posed problem where we must compensate lost data caused by under-/over-exposure and color quantization. To tackle this, we propose the first...

HDR image reconstruction from a single exposure using deep CNNs
Gabriel Eilertsen, Joel Kronander, Gyorgy Denes, Rafał K. Mantiuk, Jonas Unger
Article No.: 178
DOI: 10.1145/3130800.3130816

Camera sensors can only capture a limited range of luminance simultaneously, and in order to create high dynamic range (HDR) images a set of different exposures are typically combined. In this paper we address the problem of predicting information...

Transferring image-based edits for multi-channel compositing
James W. Hennessey, Wilmot Li, Bryan Russell, Eli Shechtman, Niloy J. Mitra
Article No.: 179
DOI: 10.1145/3130800.3130842

A common way to generate high-quality product images is to start with a physically-based render of a 3D scene, apply image-based edits on individual render channels, and then composite the edited channels together (in some cases, on top of a...

Photo2clipart: image abstraction and vectorization using layered linear gradients
Jean-Dominique Favreau, Florent Lafarge, Adrien Bousseau
Article No.: 180
DOI: 10.1145/3130800.3130888

We present a method to create vector cliparts from photographs. Our approach aims at reproducing two key properties of cliparts: they should be easily editable, and they should represent image content in a clean, simplified way. We observe that...

Section: Geometry and shape

Sketch-based implicit blending
Baptiste Angles, Marco Tarini, Brian Wyvill, Loïc Barthe, Andrea Tagliasacchi
Article No.: 181
DOI: 10.1145/3130800.3130825

Implicit models can be combined by using composition operators; functions that determine the resulting shape. Recently, gradient-based composition operators have been used to express a variety of behaviours including smooth transitions, sharp...

Approximate dissections
Noah Duncan, Lap-Fai Yu, Sai-Kit Yeung, Demetri Terzopoulos
Article No.: 182
DOI: 10.1145/3130800.3130831

A geometric dissection is a set of pieces which can be assembled in different ways to form distinct shapes. Dissections are used as recreational puzzles because it is striking when a single set of pieces can construct highly different forms....

Localized solutions of sparse linear systems for geometry processing
Philipp Herholz, Timothy A. Davis, Marc Alexa
Article No.: 183
DOI: 10.1145/3130800.3130849

Computing solutions to linear systems is a fundamental building block of many geometry processing algorithms. In many cases the Cholesky factorization of the system matrix is computed to subsequently solve the system, possibly for many right-hand...

DS++: a flexible, scalable and provably tight relaxation for matching problems
Nadav Dym, Haggai Maron, Yaron Lipman
Article No.: 184
DOI: 10.1145/3130800.3130826

Correspondence problems are often modelled as quadratic optimization problems over permutations. Common scalable methods for approximating solutions of these NP-hard problems are the spectral relaxation for non-convex energies and the doubly...

Section: Volumes

Robust structure simplification for hex re-meshing
Xifeng Gao, Daniele Panozzo, Wenping Wang, Zhigang Deng, Guoning Chen
Article No.: 185
DOI: 10.1145/3130800.3130848

We introduce a robust and automatic algorithm to simplify the structure and reduce the singularities of a hexahedral mesh. Our algorithm interleaves simplification operations to collapse sheets and chords of the base complex of the input mesh with...

Simplicial complex augmentation framework for bijective maps
Zhongshi Jiang, Scott Schaefer, Daniele Panozzo
Article No.: 186
DOI: 10.1145/3130800.3130895

Bijective maps are commonly used in many computer graphics and scientific computing applications, including texture, displacement, and bump mapping. However, their computation is numerically challenging due to the global nature of the problem,...

Visibility-consistent thin surface reconstruction using multi-scale kernels
Samir Aroudj, Patrick Seemann, Fabian Langguth, Stefan Guthe, Michael Goesele
Article No.: 187
DOI: 10.1145/3130800.3130851

One of the key properties of many surface reconstruction techniques is that they represent the volume in front of and behind the surface, e.g., using a variant of signed distance functions. This creates significant problems when reconstructing...

Tensor field design in volumes
Jonathan Palacios, Lawrence Roy, Prashant Kumar, Chen-Yuan Hsu, Weikai Chen, Chongyang Ma, Li-Yi Wei, Eugene Zhang
Article No.: 188
DOI: 10.1145/3130800.3130844

3D tensor field design is important in several graphics applications such as procedural noise, solid texturing, and geometry synthesis. Different fields can lead to different visual effects. The topology of a tensor field, such as degenerate...

Section: Displays

Near-eye varifocal augmented reality display using see-through screens
Kaan Akşit, Ward Lopes, Jonghyun Kim, Peter Shirley, David Luebke
Article No.: 189
DOI: 10.1145/3130800.3130892

We present a new optical design for see-through near-eye displays that is simple, compact, varifocal, and provides a wide field of view with clear peripheral vision and large eyebox. Key to this effort is a novel see-through rear-projection...

Retinal 3D: augmented reality near-eye display via pupil-tracked light field projection on retina
Changwon Jang, Kiseung Bang, Seokil Moon, Jonghyun Kim, Seungjae Lee, Byoungho Lee
Article No.: 190
DOI: 10.1145/3130800.3130889

We introduce an augmented reality near-eye display dubbed "Retinal 3D." Key features of the proposed display system are as follows: Focus cues are provided by generating the pupil-tracked light field that can be directly projected onto the retina....

Mix-and-match holography
Yifan Peng, Xiong Dun, Qilin Sun, Wolfgang Heidrich
Article No.: 191
DOI: 10.1145/3130800.3130839

Computational caustics and light steering displays offer a wide range of interesting applications, ranging from art works and architectural installations to energy efficient HDR projection. In this work we expand on this concept by encoding...

Perceptually-guided foveation for light field displays
Qi Sun, Fu-Chung Huang, Joohwan Kim, Li-Yi Wei, David Luebke, Arie Kaufman
Article No.: 192
DOI: 10.1145/3130800.3130807

A variety of applications such as virtual reality and immersive cinema require high image quality, low rendering latency, and consistent depth cues. 4D light field displays support focus accommodation, but are more costly to render than 2D images,...

Section: Avatars and faces

Real-time 3D eyelids tracking from semantic edges
Quan Wen, Feng Xu, Ming Lu, Jun-Hai Yong
Article No.: 193
DOI: 10.1145/3130800.3130837

State-of-the-art real-time face tracking systems still lack the ability to realistically portray subtle details of various aspects of the face, particularly the region surrounding the eyes. To improve this situation, we propose a technique to...

Learning a model of facial shape and expression from 4D scans
Tianye Li, Timo Bolkart, Michael J. Black, Hao Li, Javier Romero
Article No.: 194
DOI: 10.1145/3130800.3130813

The field of 3D face modeling has a large gap between high-end and low-end methods. At the high end, the best facial animation is indistinguishable from real humans, but this comes at the cost of extensive manual labor. At the low end, face...

Avatar digitization from a single image for real-time rendering
Liwen Hu, Shunsuke Saito, Lingyu Wei, Koki Nagano, Jaewoo Seo, Jens Fursund, Iman Sadeghi, Carrie Sun, Yen-Chun Chen, Hao Li
Article No.: 195
DOI: 10.1145/3130800.31310887

We present a fully automatic framework that digitizes a complete 3D head with hair from a single unconstrained image. Our system offers a practical and consumer-friendly end-to-end solution for avatar personalization in gaming and social VR...

Bringing portraits to life
Hadar Averbuch-Elor, Daniel Cohen-Or, Johannes Kopf, Michael F. Cohen
Article No.: 196
DOI: 10.1145/3130800.3130818

We present a technique to automatically animate a still portrait, making it possible for the subject in the photo to come to life and express various emotions. We use a driving video (of a different subject) and develop means to transfer the...

Section: Fire, flow, and flight

Interactive wood combustion for botanical tree models
Sören Pirk, Michał Jarząbek, Torsten Hädrich, Dominik L. Michels, Wojciech Palubicki
Article No.: 197
DOI: 10.1145/3130800.3130814

We present a novel method for the combustion of botanical tree models. Tree models are represented as connected particles for the branching structure and a polygonal surface mesh for the combustion. Each particle stores biological and physical...

How to train your dragon: example-guided control of flapping flight
Jungdam Won, Jongho Park, Kwanyu Kim, Jehee Lee
Article No.: 198
DOI: 10.1145/3130800.3130833

Imaginary winged creatures in computer animation applications are expected to perform a variety of motor skills in a physically realistic and controllable manner. Designing physics-based controllers for a flying creature is still very challenging...

A hyperbolic geometric flow for evolving films and foams
Sadashige Ishida, Masafumi Yamamoto, Ryoichi Ando, Toshiya Hachisuka
Article No.: 199
DOI: 10.1145/3130800.3130835

Simulating the behavior of soap films and foams is a challenging task. A direct numerical simulation of films and foams via the Navier-Stokes equations is still computationally too expensive. We propose an alternative formulation inspired by...

City-scale traffic animation using statistical learning and metamodel-based optimization
Weizi Li, David Wolinski, Ming C. Lin
Article No.: 200
DOI: 10.1145/3130800.3130847

Rapid urbanization and increasing traffic have caused severe social, economic, and environmental problems in metropolitan areas worldwide. Traffic reconstruction and visualization using existing traffic data can provide novel tools for vehicle...

Section: 3D scenes

Adaptive synthesis of indoor scenes via activity-associated object relation graphs
Qiang Fu, Xiaowu Chen, Xiaotian Wang, Sijia Wen, Bin Zhou, Hongbo Fu
Article No.: 201
DOI: 10.1145/3130800.3130805

We present a system for adaptive synthesis of indoor scenes given an empty room and only a few object categories. Automatically suggesting indoor objects and proper layouts to convert an empty room to a 3D scene is challenging, since it requires...

Autonomous reconstruction of unknown indoor scenes guided by time-varying tensor fields
Kai Xu, Lintao Zheng, Zihao Yan, Guohang Yan, Eugene Zhang, Matthias Niessner, Oliver Deussen, Daniel Cohen-Or, Hui Huang
Article No.: 202
DOI: 10.1145/3130800.3130812

Autonomous reconstruction of unknown scenes by a mobile robot inherently poses the question of balancing between exploration efficacy and reconstruction quality. We present a navigation-by-reconstruction approach to address this question,...

3Dlite: towards commodity 3D scanning for content creation
Jingwei Huang, Angela Dai, Leonidas Guibas, Matthias Niessner
Article No.: 203
DOI: 10.1145/3130800.3130824

We present 3DLite1, a novel approach to reconstruct 3D environments using consumer RGB-D sensors, making a step towards directly utilizing captured 3D content in graphics applications, such as video games, VR, or AR. Rather than...

BigSUR: large-scale structured urban reconstruction
Tom Kelly, John Femiani, Peter Wonka, Niloy J. Mitra
Article No.: 204
DOI: 10.1145/3130800.3130823

The creation of high-quality semantically parsed 3D models for dense metropolitan areas is a fundamental urban modeling problem. Although recent advances in acquisition techniques and processing algorithms have resulted in large-scale imagery or...

Section: Reflectance and scattering

Microfacet-based normal mapping for robust Monte Carlo path tracing
Vincent Schüssler, Eric Heitz, Johannes Hanika, Carsten Dachsbacher
Article No.: 205
DOI: 10.1145/3130800.3130806

Normal mapping enhances the amount of visual detail of surfaces by using shading normals that deviate from the geometric normal. However, the resulting surface model is geometrically impossible and normal mapping is thus often considered a...

Polarization imaging reflectometry in the wild
Jérémy Riviere, Ilya Reshetouski, Luka Filipi, Abhijeet Ghosh
Article No.: 206
DOI: 10.1145/3130800.3130894

We present a novel approach for on-site acquisition of surface reflectance for planar, spatially varying, isotropic samples in uncontrolled outdoor environments. Our method exploits the naturally occurring linear polarization of incident and...

Scratch iridescence: wave-optical rendering of diffractive surface structure
Sebastian Werner, Zdravko Velinov, Wenzel Jakob, Matthias B. Hullin
Article No.: 207
DOI: 10.1145/3130800.3130840

The surface of metal, glass and plastic objects is often characterized by microscopic scratches caused by manufacturing and/or wear. A closer look onto such scratches reveals iridescent colors with a complex dependency on viewing and lighting...

A BSSRDF model for efficient rendering of fur with global illumination
Ling-Qi Yan, Weilun Sun, Henrik Wann Jensen, Ravi Ramamoorthi
Article No.: 208
DOI: 10.1145/3130800.3130802

Physically-based hair and fur rendering is crucial for visual realism. One of the key effects is global illumination, involving light bouncing between different fibers. This is very time-consuming to simulate with methods like path tracing....

Section: AR/VR

SpinVR: towards live-streaming 3D virtual reality video
Robert Konrad, Donald G. Dansereau, Aniq Masood, Gordon Wetzstein
Article No.: 209
DOI: 10.1145/3130800.3130836

Streaming of 360° content is gaining attention as an immersive way to remotely experience live events. However live capture is presently limited to 2D content due to the prohibitive computational cost associated with multi-camera rigs. In this...

Chromablur: rendering chromatic eye aberration improves accommodation and realism
Steven A. Cholewiak, Gordon D. Love, Pratul P. Srinivasan, Ren Ng, Martin S. Banks
Article No.: 210
DOI: 10.1145/3130800.3130815

Computer-graphics engineers and vision scientists want to generate images that reproduce realistic depth-dependent blur. Current rendering algorithms take into account scene geometry, aperture size, and focal distance, and they produce...

Smooth assembled mappings for large-scale real walking
Zhi-Chao Dong, Xiao-Ming Fu, Chi Zhang, Kang Wu, Ligang Liu
Article No.: 211
DOI: 10.1145/3130800.3130893

Virtual reality applications prefer real walking to provide highly immersive presence than other locomotive methods. Mapping-based techniques are very effective for supporting real walking in small physical workspaces while exploring large virtual...

Fully perceptual-based 3D spatial sound individualization with an adaptive variational autoencoder
Kazuhiko Yamamoto, Takeo Igarashi
Article No.: 212
DOI: 10.1145/3130800.3130838

To realize 3D spatial sound rendering with a two-channel headphone, one needs head-related transfer functions (HRTFs) tailored for a specific user. However, measurement of HRTFs requires a tedious and expensive procedure. To address this, we...

Section: Mappings and deformation

Planar interpolation with extreme deformation, topology change and dynamics
Yufeng Zhu, Jovan Popović, Robert Bridson, Danny M. Kaufman
Article No.: 213
DOI: 10.1145/3130800.3130820

We present a mesh-based, interpolatory method for interactively creating artist-directed inbetweens from arbitrary sets of 2D drawing shapes without rigging. To enable artistic freedom of expression we remove prior restrictions on the range...

GPU-accelerated locally injective shape deformation
Renjie Chen, Ofir Weber
Article No.: 214
DOI: 10.1145/3130800.3130843

We present a highly efficient planar meshless shape deformation algorithm. Our method is based on an unconstrained minimization of isometric energies, and is guaranteed to produce C∞ locally injective maps by operating...

Autocuts: simultaneous distortion and cut optimization for UV mapping
Roi Poranne, Marco Tarini, Sandro Huber, Daniele Panozzo, Olga Sorkine-Hornung
Article No.: 215
DOI: 10.1145/3130800.3130845

We propose a UV mapping algorithm that jointly optimizes for cuts and distortion, sidestepping heuristics for placing the cuts. The energy we minimize is a state-of-the-art geometric distortion measure, generalized to take seams into account. Our...

Seamless: seam erasure and seam-aware decoupling of shape from mesh resolution
Songrun Liu, Zachary Ferguson, Alec Jacobson, Yotam Gingold
Article No.: 216
DOI: 10.1145/3130800.3130897

A parameterization decouples the resolution of a signal on a surface from the resolution of the surface geometry. In practice, parameterized signals are conveniently and efficiently stored as texture images. Unfortunately, seams are...

Section: High performance imaging

Compact single-shot hyperspectral imaging using a prism
Seung-Hwan Baek, Incheol Kim, Diego Gutierrez, Min H. Kim
Article No.: 217
DOI: 10.1145/3130800.3130896

We present a novel, compact single-shot hyperspectral imaging method. It enables capturing hyperspectral images using a conventional DSLR camera equipped with just an ordinary refractive prism in front of the camera lens. Our computational imaging...

High-quality hyperspectral reconstruction using a spectral prior
Inchang Choi, Daniel S. Jeon, Giljoo Nam, Diego Gutierrez, Min H. Kim
Article No.: 218
DOI: 10.1145/3130800.3130810

We present a novel hyperspectral image reconstruction algorithm, which overcomes the long-standing tradeoff between spectral accuracy and spatial resolution in existing compressive imaging approaches. Our method consists of two steps: First, we...

DeepToF: off-the-shelf real-time correction of multipath interference in time-of-flight imaging
Julio Marco, Quercus Hernandez, Adolfo Muñoz, Yue Dong, Adrian Jarabo, Min H. Kim, Xin Tong, Diego Gutierrez
Article No.: 219
DOI: 10.1145/3130800.3130884

Time-of-flight (ToF) imaging has become a widespread technique for depth estimation, allowing affordable off-the-shelf cameras to provide depth maps in real time. However, multipath interference (MPI) resulting from indirect illumination...

Snapshot difference imaging using correlation time-of-flight sensors
Clara Callenberg, Felix Heide, Gordon Wetzstein, Matthias B. Hullin
Article No.: 220
DOI: 10.1145/3130800.3130885

Computational photography encompasses a diversity of imaging techniques, but one of the core operations performed by many of them is to compute image differences. An intuitive approach to computing such differences is to capture several images...

Section: Fluids in particular

Conformation constraints for efficient viscoelastic fluid simulation
Héctor Barreiro, Ignacio García-Fernández, Iván Alduán, Miguel A. Otaduy
Article No.: 221
DOI: 10.1145/3130800.3130854

The simulation of high viscoelasticity poses important computational challenges. One is the difficulty to robustly measure strain and its derivatives in a medium without permanent structure. Another is the high stiffness of the governing...

A polynomial particle-in-cell method
Chuyuan Fu, Qi Guo, Theodore Gast, Chenfanfu Jiang, Joseph Teran
Article No.: 222
DOI: 10.1145/3130800.3130878

Recently the Affine Particle-In-Cell (APIC) Method was proposed by Jiang et al.[2015; 2017b] to improve the accuracy of the transfers in Particle-In-Cell (PIC) [Harlow 1964] techniques by augmenting each particle with a locally affine, rather than...

An adaptive generalized interpolation material point method for simulating elastoplastic materials
Ming Gao, Andre Pradhana Tampubolon, Chenfanfu Jiang, Eftychios Sifakis
Article No.: 223
DOI: 10.1145/3130800.3130879

We present an adaptive Generalized Interpolation Material Point (GIMP) method for simulating elastoplastic materials. Our approach allows adaptive refining and coarsening of different regions of the material, leading to an efficient MPM solver...

A unified particle system framework for multi-phase, multi-material visual simulations
Tao Yang, Jian Chang, Ming C. Lin, Ralph R. Martin, Jian J. Zhang, Shi-Min Hu
Article No.: 224
DOI: 10.1145/3130800.3130882

We introduce a unified particle framework which integrates the phase-field method with multi-material simulation to allow modeling of both liquids and solids, as well as phase transitions between them. A simple elasto-plastic model is used to...

Section: Learning geometry

Learning to group discrete graphical patterns
Zhaoliang Lun, Changqing Zou, Haibin Huang, Evangelos Kalogerakis, Ping Tan, Marie-Paule Cani, Hao Zhang
Article No.: 225
DOI: 10.1145/3130800.3130841

We introduce a deep learning approach for grouping discrete patterns common in graphical designs. Our approach is based on a convolutional neural network architecture that learns a grouping measure defined over a pair of...

Complementme: weakly-supervised component suggestions for 3D modeling
Minhyuk Sung, Hao Su, Vladimir G. Kim, Siddhartha Chaudhuri, Leonidas Guibas
Article No.: 226
DOI: 10.1145/3130800.3130821

Assembly-based tools provide a powerful modeling paradigm for non-expert shape designers. However, choosing a component from a large shape repository and aligning it to a partial assembly can become a daunting task. In this paper we describe novel...

Learning to predict part mobility from a single static snapshot
Ruizhen Hu, Wenchao Li, Oliver Van Kaick, Ariel Shamir, Hao Zhang, Hui Huang
Article No.: 227
DOI: 10.1145/3130800.3130811

We introduce a method for learning a model for the mobility of parts in 3D objects. Our method allows not only to understand the dynamic functionalities of one or more parts in a 3D object, but also to apply the mobility functions to...

Interactive example-based terrain authoring with conditional generative adversarial networks
Éric Guérin, Julie Digne, Éric Galin, Adrien Peytavie, Christian Wolf, Bedrich Benes, Benoît Martinez
Article No.: 228
DOI: 10.1145/3130800.3130804

Authoring virtual terrains presents a challenge and there is a strong need for authoring tools able to create realistic terrains with simple user-inputs and with high user control. We propose an example-based authoring pipeline that uses a set of...

Section: Rendering and sampling

Gradient-domain path reusing
Pablo Bauszat, Victor Petitjean, Elmar Eisemann
Article No.: 229
DOI: 10.1145/3130800.3130886

Monte-Carlo rendering algorithms have traditionally a high computational cost, because they rely on tracing up to billions of light paths through a scene to physically simulate light transport. Traditional path reusing amortizes the cost of path...

Real-time global illumination by precomputed local reconstruction from sparse radiance probes
Ari Silvennoinen, Jaakko Lehtinen
Article No.: 230
DOI: 10.1145/3130800.3130852

We present a direct-to-indirect transport technique that enables accurate real-time rendering of indirect illumination in mostly static scenes of complexity on par with modern games while supporting fully dynamic lights, cameras and diffuse...

Deep scattering: rendering atmospheric clouds with radiance-predicting neural networks
Simon Kallweit, Thomas Müller, Brian Mcwilliams, Markus Gross, Jan Novák
Article No.: 231
DOI: 10.1145/3130800.3130880

We present a technique for efficiently synthesizing images of atmospheric clouds using a combination of Monte Carlo integration and neural networks. The intricacies of Lorenz-Mie scattering and the high albedo of cloud-forming aerosols make...

Fast rendering of fabric micro-appearance models under directional and spherical gaussian lights
Pramook Khungurn, Rundong Wu, James Noeckel, Steve Marschner, Kavita Bala
Article No.: 232
DOI: 10.1145/3130800.3130829

Rendering fabrics using micro-appearance models---fiber-level microgeometry coupled with a fiber scattering model---can take hours per frame. We present a fast, precomputation-based algorithm for rendering both single and multiple scattering in...

Weighted linde-buzo-gray stippling
Oliver Deussen, Marc Spicker, Qian Zheng
Article No.: 233
DOI: 10.1145/3130800.3130819

We propose an adaptive version of Lloyd's optimization method that distributes points based on Voronoi diagrams. Our inspiration is the Linde-Buzo-Gray-Algorithm in vector quantization, which dynamically splits Voronoi cells until a desired number...

Section: Multi-view 3D

Casual 3D photography
Peter Hedman, Suhib Alsisan, Richard Szeliski, Johannes Kopf
Article No.: 234
DOI: 10.1145/3130800.3130828

We present an algorithm that enables casual 3D photography. Given a set of input photos captured with a hand-held cell phone or DSLR camera, our algorithm reconstructs a 3D photo, a central panoramic, textured, normal mapped, multi-layered...

Soft 3D reconstruction for view synthesis
Eric Penner, Li Zhang
Article No.: 235
DOI: 10.1145/3130800.3130855

We present a novel algorithm for view synthesis that utilizes a soft 3D reconstruction to improve quality, continuity and robustness. Our main contribution is the formulation of a soft 3D representation that preserves depth uncertainty through...

Near-eye light field holographic rendering with spherical waves for wide field of view interactive 3D computer graphics
Liang Shi, Fu-Chung Huang, Ward Lopes, Wojciech Matusik, David Luebke
Article No.: 236
DOI: 10.1145/3130800.3130832

Holograms display a 3D image in high resolution and allow viewers to focus freely as if looking through a virtual window, yet computer generated holography (CGH) hasn't delivered the same visual quality under plane wave illumination and due to...

Fast gaze-contingent optimal decompositions for multifocal displays
Olivier Mercier, Yusufu Sulai, Kevin Mackenzie, Marina Zannoli, James Hillis, Derek Nowrouzezahrai, Douglas Lanman
Article No.: 237
DOI: 10.1145/3130800.3130846

As head-mounted displays (HMDs) commonly present a single, fixed-focus display plane, a conflict can be created between the vergence and accommodation responses of the viewer. Multifocal HMDs have long been investigated as a potential solution in...

Section: Design and fabrication

Computational design of wind-up toys
Peng Song, Xiaofei Wang, Xiao Tang, Chi-Wing Fu, Hongfei Xu, Ligang Liu, Niloy J. Mitra
Article No.: 238
DOI: 10.1145/3130800.3130808

Wind-up toys are mechanical assemblies that perform intriguing motions driven by a simple spring motor. Due to the limited motor force and small body size, wind-up toys often employ higher pair joints of less frictional contacts and connector...

Computational design and fabrication of soft pneumatic objects with desired deformations
Li-Ke Ma, Yizhonc Zhang, Yang Liu, Kun Zhou, Xin Tong
Article No.: 239
DOI: 10.1145/3130800.3130850

We present an end-to-end solution for design and fabrication of soft pneumatic objects with desired deformations. Given a 3D object with its rest and deformed target shapes, our method automatically optimizes the chamber structure and material...

Metasilicone: design and fabrication of composite silicone with desired mechanical properties
Jonas Zehnder, Espen Knoop, Moritz Bächer, Bernhard Thomaszewski
Article No.: 240
DOI: 10.1145/3130800.3130881

We present a method for designing and fabricating MetaSilicones---composite silicone rubbers that exhibit desired macroscopic mechanical properties. The underlying principle of our approach is to inject spherical inclusions of a liquid...

Scattering-aware texture reproduction for 3D printing
Oskar Elek, Denis Sumin, Ran Zhang, Tim Weyrich, Karol Myszkowski, Bernd Bickel, Alexander Wilkie, Jaroslav Křivánek
Article No.: 241
DOI: 10.1145/3130800.3130890

Color texture reproduction in 3D printing commonly ignores volumetric light transport (cross-talk) between surface points on a 3D print. Such light diffusion leads to significant blur of details and color bleeding, and is particularly severe for...

3D printing wireless connected objects
Vikram Iyer, Justin Chan, Shyamnath Gollakota
Article No.: 242
DOI: 10.1145/3130800.3130822

Our goal is to 3D print wireless sensors, input widgets and objects that can communicate with smartphones and other Wi-Fi devices, without the need for batteries or electronics. To this end, we present a novel toolkit for wireless connectivity...

Section: Hands and bodies

Online generative model personalization for hand tracking
Anastasia Tkach, Andrea Tagliasacchi, Edoardo Remelli, Mark Pauly, Andrew Fitzgibbon
Article No.: 243
DOI: 10.1145/3130800.3130830

We present a new algorithm for real-time hand tracking on commodity depth-sensing devices. Our method does not require a user-specific calibration session, but rather learns the geometry as the user performs live in front of the camera, thus...

Articulated distance fields for ultra-fast tracking of hands interacting
Jonathan Taylor, Vladimir Tankovich, Danhang Tang, Cem Keskin, David Kim, Philip Davidson, Adarsh Kowdle, Shahram Izadi
Article No.: 244
DOI: 10.1145/3130800.3130853

The state of the art in articulated hand tracking has been greatly advanced by hybrid methods that fit a generative hand model to depth data, leveraging both temporally and discriminatively predicted starting poses. In this paradigm, the...

Embodied hands: modeling and capturing hands and bodies together
Javier Romero, Dimitrios Tzionas, Michael J. Black
Article No.: 245
DOI: 10.1145/3130800.3130883

Humans move their hands and bodies together to communicate and solve tasks. Capturing and replicating such coordinated activity is critical for virtual characters that behave realistically. Surprisingly, most methods treat the 3D modeling and...

Motion2fusion: real-time volumetric performance capture
Mingsong Dou, Philip Davidson, Sean Ryan Fanello, Sameh Khamis, Adarsh Kowdle, Christoph Rhemann, Vladimir Tankovich, Shahram Izadi
Article No.: 246
DOI: 10.1145/3130800.3130801

We present Motion2Fusion, a state-of-the-art 360 performance capture system that enables *real-time* reconstruction of arbitrary non-rigid scenes. We provide three major contributions over prior work: 1) a new non-rigid fusion pipeline allowing...