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ACM Transactions on Graphics (TOG), Volume 22 Issue 1, January 2003

Editorial
Jessica Hodgins
Pages: 1-1
DOI: 10.1145/588272.588273

Editorial
John C. Hart
Pages: 2-2
DOI: 10.1145/588272.588274

List of reviewers
TOPLAS Staff
Pages: 3-3
DOI: 10.1145/588272.588275

Anisotropic diffusion of surfaces and functions on surfaces
Chandrajit L. Bajaj, Guoliang Xu
Pages: 4-32
DOI: 10.1145/588272.588276
We present a unified anisotropic geometric diffusion PDE model for smoothing (fairing) out noise both in triangulated two-manifold surface meshes in IR3 and functions defined on these surface meshes, while enhancing curve features...

Learning style translation for the lines of a drawing
William T. Freeman, Joshua B. Tenenbaum, Egon C. Pasztor
Pages: 33-46
DOI: 10.1145/588272.588277
We present an example-based method for translating line drawings into different styles. We fit each line as a linear combination of similar lines in a training set, and interpolate between the corresponding training examples in the output style. The...

Multiresolution green's function methods for interactive simulation of large-scale elastostatic objects
Doug L. James, Dinesh K. Pai
Pages: 47-82
DOI: 10.1145/588272.588278
We present a framework for low-latency interactive simulation of linear elastostatic models, and other systems arising from linear elliptic partial differential equations, which makes it feasible to interactively simulate large-scale physical models....

A search engine for 3D models
Thomas Funkhouser, Patrick Min, Michael Kazhdan, Joyce Chen, Alex Halderman, David Dobkin, David Jacobs
Pages: 83-105
DOI: 10.1145/588272.588279
As the number of 3D models available on the Web grows, there is an increasing need for a search engine to help people find them. Unfortunately, traditional text-based search techniques are not always effective for 3D data. In this article, we...

Continuous contact simulation for smooth surfaces
Paul G. Kry, Dinesh K. Pai
Pages: 106-129
DOI: 10.1145/588272.588280
Dynamics simulation of smooth surfaced rigid bodies in contact is a critical problem in physically based animation and interactive virtual environments. We describe a technique that uses reduced coordinates to evolve a single continuous contact...