Graphics (TOG)


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Section: Texture synthesis by example

Graphcut textures: image and video synthesis using graph cuts
Vivek Kwatra, Arno Schödl, Irfan Essa, Greg Turk, Aaron Bobick
Pages: 277-286
DOI: 10.1145/882262.882264
In this paper we introduce a new algorithm for image and video texture synthesis. In our approach, patch regions from a sample image or video are transformed and copied to the output and then stitched together along optimal seams to generate a new...

Wang Tiles for image and texture generation
Michael F. Cohen, Jonathan Shade, Stefan Hiller, Oliver Deussen
Pages: 287-294
DOI: 10.1145/882262.882265
We present a simple stochastic system for non-periodically tiling the plane with a small set of Wang Tiles. The tiles may be filled with texture, patterns, or geometry that when assembled create a continuous representation. The primary advantage of...

Synthesis of progressively-variant textures on arbitrary surfaces
Jingdan Zhang, Kun Zhou, Luiz Velho, Baining Guo, Heung-Yeung Shum
Pages: 295-302
DOI: 10.1145/882262.882266
We present an approach for decorating surfaces with progressively-variant textures. Unlike a homogeneous texture, a progressively-variant texture can model local texture variations, including the scale, orientation, color, and shape variations...

Fragment-based image completion
Iddo Drori, Daniel Cohen-Or, Hezy Yeshurun
Pages: 303-312
DOI: 10.1145/882262.882267
We present a new method for completing missing parts caused by the removal of foreground or background elements from an image. Our goal is to synthesize a complete, visually plausible and coherent image. The visible parts of the image serve as a...

Section: Texture synthesis by example

Poisson image editing
Patrick Pérez, Michel Gangnet, Andrew Blake
Pages: 313-318
DOI: 10.1145/882262.882269
Using generic interpolation machinery based on solving Poisson equations, a variety of novel tools are introduced for seamless editing of image regions. The first set of tools permits the seamless importation of both opaque and transparent source...

High dynamic range video
Sing Bing Kang, Matthew Uyttendaele, Simon Winder, Richard Szeliski
Pages: 319-325
DOI: 10.1145/882262.882270
Typical video footage captured using an off-the-shelf camcorder suffers from limited dynamic range. This paper describes our approach to generate high dynamic range (HDR) video from an image sequence of a dynamic scene captured while rapidly varying...

Matchmaker: constructing constrained texture maps
Vladislav Kraevoy, Alla Sheffer, Craig Gotsman
Pages: 326-333
DOI: 10.1145/882262.882271
Texture mapping enhances the visual realism of 3D models by adding fine details. To achieve the best results, it is often necessary to force a correspondence between some of the details of the texture and the features of the model.The most common...

View-dependent displacement mapping
Lifeng Wang, Xi Wang, Xin Tong, Stephen Lin, Shimin Hu, Baining Guo, Heung-Yeung Shum
Pages: 334-339
DOI: 10.1145/882262.882272
Significant visual effects arise from surface mesostructure, such as fine-scale shadowing, occlusion and silhouettes. To efficiently render its detailed appearance, we introduce a technique called view-dependent displacement mapping (VDM) that models...

Section: Texture synthesis by example

Spherical parametrization and remeshing
Emil Praun, Hugues Hoppe
Pages: 340-349
DOI: 10.1145/882262.882274
The traditional approach for parametrizing a surface involves cutting it into charts and mapping these piecewise onto a planar domain. We introduce a robust technique for directly parametrizing a genus-zero surface onto a spherical domain. A key...

Globally smooth parameterizations with low distortion
Andrei Khodakovsky, Nathan Litke, Peter Schröder
Pages: 350-357
DOI: 10.1145/882262.882275
Good parameterizations are of central importance in many digital geometry processing tasks. Typically the behavior of such processing algorithms is related to the smoothness of the parameterization and how much distortion it contains. Since a...

Fundamentals of spherical parameterization for 3D meshes
Craig Gotsman, Xianfeng Gu, Alla Sheffer
Pages: 358-363
DOI: 10.1145/882262.882276
Parameterization of 3D mesh data is important for many graphics applications, in particular for texture mapping, remeshing and morphing. Closed manifold genus-0 meshes are topologically equivalent to a sphere, hence this is the natural parameter...

Dual domain extrapolation
Bruno Lévy
Pages: 364-369
DOI: 10.1145/882262.882277
Shape optimization and surface fairing for polygon meshes have been active research areas for the last few years. Existing approaches either require the border of the surface to be fixed, or are only applicable to closed surfaces. In this paper, we...

Section: Texture synthesis by example

Bi-scale radiance transfer
Peter-Pike Sloan, Xinguo Liu, Heung-Yeung Shum, John Snyder
Pages: 370-375
DOI: 10.1145/882262.882279
Radiance transfer represents how generic source lighting is shadowed and scattered by an object to produce view-dependent appearance. We generalize by rendering transfer at two scales. A macro-scale is coarsely sampled over an object's surface,...

All-frequency shadows using non-linear wavelet lighting approximation
Ren Ng, Ravi Ramamoorthi, Pat Hanrahan
Pages: 376-381
DOI: 10.1145/882262.882280
We present a method, based on pre-computed light transport, for real-time rendering of objects under all-frequency, time-varying illumination represented as a high-resolution environment map. Current techniques are limited to small area lights, with...

Clustered principal components for precomputed radiance transfer
Peter-Pike Sloan, Jesse Hall, John Hart, John Snyder
Pages: 382-391
DOI: 10.1145/882262.882281
We compress storage and accelerate performance of precomputed radiance transfer (PRT), which captures the way an object shadows, scatters, and reflects light. PRT records over many surface points a transfer matrix. At run-time, this matrix transforms...

Section: Texture synthesis by example

Rhythmic-motion synthesis based on motion-beat analysis
Tae-hoon Kim, Sang Il Park, Sung Yong Shin
Pages: 392-401
DOI: 10.1145/882262.882283
Real-time animation of human-like characters is an active research area in computer graphics. The conventional approaches have, however, hardly dealt with the rhythmic patterns of motions, which are essential in handling rhythmic motions such as...

Motion synthesis from annotations
Okan Arikan, David A. Forsyth, James F. O'Brien
Pages: 402-408
DOI: 10.1145/882262.882284
This paper describes a framework that allows a user to synthesize human motion while retaining control of its qualitative properties. The user paints a timeline with annotations --- like walk, run or jump --- from a vocabulary which is freely chosen...

Layered acting for character animation
Mira Dontcheva, Gary Yngve, Zoran Popović
Pages: 409-416
DOI: 10.1145/882262.882285
We introduce an acting-based animation system for creating and editing character animation at interactive speeds. Our system requires minimal training, typically under an hour, and is well suited for rapidly prototyping and creating expressive...

Efficient synthesis of physically valid human motion
Anthony C. Fang, Nancy S. Pollard
Pages: 417-426
DOI: 10.1145/882262.882286
Optimization is a promising way to generate new animations from a minimal amount of input data. Physically based optimization techniques, however, are difficult to scale to complex animated characters, in part because evaluating and differentiating...

Section: Texture synthesis by example

Reproducing color images with embedded metallic patterns
Roger D. Hersch, Fabien Collaud, Patrick Emmel
Pages: 427-434
DOI: 10.1145/882262.882288
By combining a metallic ink and standard inks, one may create printed images having a dynamic appearance: an image viewed under specular reflection may be considerably different from the same image viewed under non-specular reflection. Patterns which...

Improving mid-tone quality of variable-coefficient error diffusion using threshold modulation
Bingfeng Zhou, Xifeng Fang
Pages: 437-444
DOI: 10.1145/882262.882289
In this paper, we describe the use of threshold modulation to remove the visual artifacts contained in the variable-coefficient error-diffusion algorithm. To obtain a suitable parameter set for the threshold modulation, a cost function used for the...

Discrete multiscale vector field decomposition
Yiying Tong, Santiago Lombeyda, Anil N. Hirani, Mathieu Desbrun
Pages: 445-452
DOI: 10.1145/882262.882290
While 2D and 3D vector fields are ubiquitous in computational sciences, their use in graphics is often limited to regular grids, where computations are easily handled through finite-difference methods. In this paper, we propose a set of simple and...

TreeJuxtaposer: scalable tree comparison using Focus+Context with guaranteed visibility
Tamara Munzner, François Guimbretière, Serdar Tasiran, Li Zhang, Yunhong Zhou
Pages: 453-462
DOI: 10.1145/882262.882291
Structural comparison of large trees is a difficult task that is only partially supported by current visualization techniques, which are mainly designed for browsing. We present TreeJuxtaposer, a system designed to support the comparison task for...

Section: Texture synthesis by example

Multi-level partition of unity implicits
Yutaka Ohtake, Alexander Belyaev, Marc Alexa, Greg Turk, Hans-Peter Seidel
Pages: 463-470
DOI: 10.1145/882262.882293
We present a new shape representation, the multi-level partition of unity implicit surface, that allows us to construct surface models from very large sets of points. There are three key ingredients to our approach: 1) piecewise quadratic...

Progressive encoding of complex isosurfaces
Haeyoung Lee, Mathieu Desbrun, Peter Schröder
Pages: 471-476
DOI: 10.1145/882262.882294
We present a progressive encoding technique specifically designed for complex isosurfaces. It achieves better rate distortion performance than all standard mesh coders, and even improves on all previous single rate isosurface coders. Our novel...

T-splines and T-NURCCs
Thomas W. Sederberg, Jianmin Zheng, Almaz Bakenov, Ahmad Nasri
Pages: 477-484
DOI: 10.1145/882262.882295
This paper presents a generalization of non-uniform B-spline surfaces called T-splines. T-spline control grids permit T-junctions, so lines of control points need not traverse the entire control grid. T-splines support many valuable operations within...

Anisotropic polygonal remeshing
Pierre Alliez, David Cohen-Steiner, Olivier Devillers, Bruno Lévy, Mathieu Desbrun
Pages: 485-493
DOI: 10.1145/882262.882296
In this paper, we propose a novel polygonal remeshing technique that exploits a key aspect of surfaces: the intrinsic anisotropy of natural or man-made geometry. In particular, we use curvature directions to drive the remeshing process,...

Section: Texture synthesis by example

Shadow matting and compositing
Yung-Yu Chuang, Dan B Goldman, Brian Curless, David H. Salesin, Richard Szeliski
Pages: 494-500
DOI: 10.1145/882262.882298
In this paper, we describe a method for extracting shadows from one natural scene and inserting them into another. We develop physically-based shadow matting and compositing equations and use these to pull a shadow matte from a source scene in...

Interactive shadow generation in complex environments
Naga K. Govindaraju, Brandon Lloyd, Sung-Eui Yoon, Avneesh Sud, Dinesh Manocha
Pages: 501-510
DOI: 10.1145/882262.882299
We present a new algorithm for interactive generation of hard-edged, umbral shadows in complex environments with a moving light source. Our algorithm uses a hybrid approach that combines the image quality of object-precision methods with the...

A geometry-based soft shadow volume algorithm using graphics hardware
Ulf Assarsson, Tomas Akenine-Möller
Pages: 511-520
DOI: 10.1145/882262.882300
Most previous soft shadow algorithms have either suffered from aliasing, been too slow, or could only use a limited set of shadow casters and/or receivers. Therefore, we present a strengthened soft shadow volume algorithm that deals with these...

Shadow silhouette maps
Pradeep Sen, Mike Cammarano, Pat Hanrahan
Pages: 521-526
DOI: 10.1145/882262.882301
The most popular techniques for interactive rendering of hard shadows are shadow maps and shadow volumes. Shadow maps work well in regions that are completely in light or in shadow but result in objectionable artifacts near shadow...

Section: Texture synthesis by example

Evaluating the visual fidelity of physically based animations
Carol O'Sullivan, John Dingliana, Thanh Giang, Mary K. Kaiser
Pages: 527-536
DOI: 10.1145/882262.882303
For many systems that produce physically based animations, plausibility rather than accuracy is acceptable. We consider the problem of evaluating the visual quality of animations in which physical parameters have been distorted or degraded, either...

Perceptual metrics for character animation: sensitivity to errors in ballistic motion
Paul S. A. Reitsma, Nancy S. Pollard
Pages: 537-542
DOI: 10.1145/882262.882304
Motion capture data and techniques for blending, editing, and sequencing that data can produce rich, realistic character animation; however, the output of these motion processing techniques sometimes appears unnatural. For example, the motion may...

Sensation preserving simplification for haptic rendering
Miguel A. Otaduy, Ming C. Lin
Pages: 543-553
DOI: 10.1145/882262.882305
We introduce a novel "sensation preserving" simplification algorithm for faster collision queries between two polyhedral objects in haptic rendering. Given a polyhedral model, we construct a multiresolution hierarchy using " filtered edge collapse",...

Section: Texture synthesis by example

Reanimating the dead: reconstruction of expressive faces from skull data
Kolja Kähler, Jörg Haber, Hans-Peter Seidel
Pages: 554-561
DOI: 10.1145/882262.882307
Facial reconstruction for postmortem identification of humans from their skeletal remains is a challenging and fascinating part of forensic art. The former look of a face can be approximated by predicting and modeling the layers of tissue on the...

Building efficient, accurate character skins from examples
Alex Mohr, Michael Gleicher
Pages: 562-568
DOI: 10.1145/882262.882308
Good character animation requires convincing skin deformations including subtleties and details like muscle bulges. Such effects are typically created in commercial animation packages which provide very general and powerful tools. While these systems...

Free-viewpoint video of human actors
Joel Carranza, Christian Theobalt, Marcus A. Magnor, Hans-Peter Seidel
Pages: 569-577
DOI: 10.1145/882262.882309
In free-viewpoint video, the viewer can interactively choose his viewpoint in 3-D space to observe the action of a dynamic real-world scene from arbitrary perspectives. The human body and its motion plays a central role in most visual media and its...

Continuous capture of skin deformation
Peter Sand, Leonard McMillan, Jovan Popović
Pages: 578-586
DOI: 10.1145/882262.882310
We describe a method for the acquisition of deformable human geometry from silhouettes. Our technique uses a commercial tracking system to determine the motion of the skeleton, then estimates geometry for each bone using constraints provided by the...

The space of human body shapes: reconstruction and parameterization from range scans
Brett Allen, Brian Curless, Zoran Popović
Pages: 587-594
DOI: 10.1145/882262.882311
We develop a novel method for fitting high-resolution template meshes to detailed human body range scans with sparse 3D markers. We formulate an optimization problem in which the degrees of freedom are an affine transformation at each template...

Section: Texture synthesis by example

Ray space factorization for from-region visibility
Tommer Leyvand, Olga Sorkine, Daniel Cohen-Or
Pages: 595-604
DOI: 10.1145/882262.882313
From-region visibility culling is considered harder than from-point visibility culling, since it is inherently four-dimensional. We present a conservative occlusion culling method based on factorizing the 4D visibility problem into horizontal and...

Structured importance sampling of environment maps
Sameer Agarwal, Ravi Ramamoorthi, Serge Belongie, Henrik Wann Jensen
Pages: 605-612
DOI: 10.1145/882262.882314
We introduce structured importance sampling, a new technique for efficiently rendering scenes illuminated by distant natural illumination given in an environment map. Our method handles occlusion, high-frequency lighting, and is significantly...

Relighting with 4D incident light fields
Vincent Masselus, Pieter Peers, Philip Dutré, Yves D. Willems
Pages: 613-620
DOI: 10.1145/882262.882315
We present an image-based technique to relight real objects illuminated by a 4D incident light field, representing the illumination of an environment. By exploiting the richness in angular and spatial variation of the light field, objects can be...

Accurate light source acquisition and rendering
Michael Goesele, Xavier Granier, Wolfgang Heidrich, Hans-Peter Seidel
Pages: 621-630
DOI: 10.1145/882262.882316
Realistic image synthesis requires both complex and realistic models of real-world light sources and efficient rendering algorithms to deal with them. In this paper, we describe a processing pipeline for dealing with complex light sources from...

Section: Texture synthesis by example

Combining edges and points for interactive high-quality rendering
Kavita Bala, Bruce Walter, Donald P. Greenberg
Pages: 631-640
DOI: 10.1145/882262.882318
This paper presents a new interactive rendering and display technique for complex scenes with expensive shading, such as global illumination. Our approach combines sparsely sampled shading (points) and analytically computed discontinuities (edges) to...

Shape modeling with point-sampled geometry
Mark Pauly, Richard Keiser, Leif P. Kobbelt, Markus Gross
Pages: 641-650
DOI: 10.1145/882262.882319
We present a versatile and complete free-form shape modeling framework for point-sampled geometry. By combining unstructured point clouds with the implicit surface definition of the moving least squares approximation, we obtain a hybrid geometry...

Interactive boolean operations on surfel-bounded solids
Bart Adams, Philip Dutré
Pages: 651-656
DOI: 10.1145/882262.882320
In this paper we present an algorithm to perform interactive boolean operations on free-form solids bounded by surfels. We introduce a fast inside-outside test to check whether surfels lie within the bounds of another surfel-bounded solid. This...

Sequential point trees
Carsten Dachsbacher, Christian Vogelgsang, Marc Stamminger
Pages: 657-662
DOI: 10.1145/882262.882321
In this paper we present sequential point trees, a data structure that allows adaptive rendering of point clouds completely on the graphics processor. Sequential point trees are based on a hierarchical point representation, but the hierarchical...

Section: Texture synthesis by example

Twister: a space-warp operator for the two-handed editing of 3D shapes
Ignacio Llamas, Byungmoon Kim, Joshua Gargus, Jarek Rossignac, Chris D. Shaw
Pages: 663-668
DOI: 10.1145/882262.882323
A free-form deformation that warps a surface or solid may be specified in terms of one or several point-displacement constraints that must be interpolated by the deformation. The Twister approach introduced here, adds the capability to impose an...

Instant architecture
Peter Wonka, Michael Wimmer, François Sillion, William Ribarsky
Pages: 669-677
DOI: 10.1145/882262.882324
This paper presents a new method for the automatic modeling of architecture. Building designs are derived using split grammars, a new type of parametric set grammar based on the concept of shape. The paper also introduces an attribute matching system...

Simplifying complex environments using incremental textured depth meshes
Andrew Wilson, Dinesh Manocha
Pages: 678-688
DOI: 10.1145/882262.882325
We present an incremental algorithm to compute image-based simplifications of a large environment. We use an optimization-based approach to generate samples based on scene visibility, and from each viewpoint create textured depth meshes (TDMs) using...

Billboard clouds for extreme model simplification
Xavier Décoret, Frédo Durand, François X. Sillion, Julie Dorsey
Pages: 689-696
DOI: 10.1145/882262.882326
We introduce billboard clouds -- a new approach for extreme simplification in the context of real-time rendering. 3D models are simplified onto a set of planes with texture and transparency maps. We present an optimization approach to build a...

Section: Texture synthesis by example

Clothing manipulation
Takeo Igarashi, John F. Hughes
Pages: 697-697
DOI: 10.1145/882262.882328

Boom chameleon: simultaneous capture of 3D viewpoint, voice and gesture annotations on a spatially-aware display
Michael Tsang, George W. Fitzmzurice, Gordon Kurtenbach, Azam Khan, Bill Buxton
Pages: 698-698
DOI: 10.1145/882262.882329
We review the Boom Chameleon, a novel input/output device consisting of a flat-panel display mounted on a tracked mechanical armature. The display acts as a physical window into 3D virtual environments, through which a one-to-one mapping between real...

The actuated workbench: computer-controlled actuation in tabletop tangible interfaces

Pages: 699-699
DOI: 10.1145/882262.882330
The Actuated Workbench is a device that uses magnetic forces to move objects on a table in two dimensions. It is intended for use with existing tabletop tangible interfaces, providing an additional feedback loop for computer output, and helping to...

Non-invasive interactive visualization of dynamic architectural environments
Christopher Niederauer, Mike Houston, Maneesh Agrawala, Greg Humphreys
Pages: 700-700
DOI: 10.1145/882262.882331

Incorporating dynamic real objects into immersive virtual environments
Benjamin Lok, Samir Naik, Mary Whitton, Frederick P. Brooks
Pages: 701-701
DOI: 10.1145/882262.882332

Snap-together motion: assembling run-time animations
Michael Gleicher, Hyun Joon Shin, Lucas Kovar, Andrew Jepsen
Pages: 702-702
DOI: 10.1145/882262.882333

Section: Texture synthesis by example

Smoke simulation for large scale phenomena
Nick Rasmussen, Duc Quang Nguyen, Willi Geiger, Ronald Fedkiw
Pages: 703-707
DOI: 10.1145/882262.882335
In this paper, we present an efficient method for simulating highly detailed large scale participating media such as the nuclear explosions shown in figure 1. We capture this phenomena by simulating the motion of particles in a fluid dynamics...

Animating suspended particle explosions
Bryan E. Feldman, James F. O'Brien, Okan Arikan
Pages: 708-715
DOI: 10.1145/882262.882336
This paper describes a method for animating suspended particle explosions. Rather than modeling the numerically troublesome, and largely invisible blast wave, the method uses a relatively stable incompressible fluid model to account for the motion of...

Keyframe control of smoke simulations
Adrien Treuille, Antoine McNamara, Zoran Popović, Jos Stam
Pages: 716-723
DOI: 10.1145/882262.882337
We describe a method for controlling smoke simulations through user-specified keyframes. To achieve the desired behavior, a continuous quasi-Newton optimization solves for appropriate "wind" forces to be applied to the underlying velocity field...

Flows on surfaces of arbitrary topology
Jos Stam
Pages: 724-731
DOI: 10.1145/882262.882338
In this paper we introduce a method to simulate fluid flows on smooth surfaces of arbitrary topology: an effect never seen before. We achieve this by combining a two-dimensional stable fluid solver with an atlas of parametrizations of a Catmull-Clark...

Real-time rendering of aerodynamic sound using sound textures based on computational fluid dynamics
Yoshinori Dobashi, Tsuyoshi Yamamoto, Tomoyuki Nishita
Pages: 732-740
DOI: 10.1145/882262.882339
In computer graphics, most research focuses on creating images. However, there has been much recent work on the automatic generation of sound linked to objects in motion and the relative positions of receivers and sound sources. This paper proposes a...

Section: Texture synthesis by example

Measuring bidirectional texture reflectance with a kaleidoscope
Jefferson Y. Han, Ken Perlin
Pages: 741-748
DOI: 10.1145/882262.882341
We describe a new technique for measuring the bidirectional texture function (BTF) of a surface that requires no mechanical movement, can measure surfaces in situ under arbitrary lighting conditions, and can be made small, portable and...

Linear light source reflectometry
Andrew Gardner, Chris Tchou, Tim Hawkins, Paul Debevec
Pages: 749-758
DOI: 10.1145/882262.882342
This paper presents a technique for estimating the spatially-varying reflectance properties of a surface based on its appearance during a single pass of a linear light source. By using a linear light rather than a point light source as the...

A data-driven reflectance model
Wojciech Matusik, Hanspeter Pfister, Matt Brand, Leonard McMillan
Pages: 759-769
DOI: 10.1145/882262.882343
We present a generative model for isotropic bidirectional reflectance distribution functions (BRDFs) based on acquired reflectance data. Instead of using analytical reflectance models, we represent each BRDF as a dense set of measurements. This...

Image-based skin color and texture analysis/synthesis by extracting hemoglobin and melanin information in the skin
Norimichi Tsumura, Nobutoshi Ojima, Kayoko Sato, Mitsuhiro Shiraishi, Hideto Shimizu, Hirohide Nabeshima, Syuuichi Akazaki, Kimihiko Hori, Yoichi Miyake
Pages: 770-779
DOI: 10.1145/882262.882344
This paper proposes an E-cosmetic function for digital images based on physics and physiologically-based image processing. A practical skin color and texture analysis/synthesis technique is introduced for this E-cosmetic function. Shading on the face...

Light scattering from human hair fibers
Stephen R. Marschner, Henrik Wann Jensen, Mike Cammarano, Steve Worley, Pat Hanrahan
Pages: 780-791
DOI: 10.1145/882262.882345
Light scattering from hair is normally simulated in computer graphics using Kajiya and Kay's classic phenomenological model. We have made new measurements of scattering from individual hair fibers that exhibit visually significant effects not...

Section: Texture synthesis by example

Delay streams for graphics hardware
Timo Aila, Ville Miettinen, Petri Nordlund
Pages: 792-800
DOI: 10.1145/882262.882347
In causal processes decisions do not depend on future data. Many well-known problems, such as occlusion culling, order-independent transparency and edge antialiasing cannot be properly solved using the traditional causal rendering architectures,...

Graphics for the masses: a hardware rasterization architecture for mobile phones
Tomas Akenine-Möller, Jacob Ström
Pages: 801-808
DOI: 10.1145/882262.882348
The mobile phone is one of the most widespread devices with rendering capabilities. Those capabilities have been very limited because the resources on such devices are extremely scarce; small amounts of memory, little bandwidth, little chip area...

iLamps: geometrically aware and self-configuring projectors
Ramesh Raskar, Jeroen van Baar, Paul Beardsley, Thomas Willwacher, Srinivas Rao, Clifton Forlines
Pages: 809-818
DOI: 10.1145/882262.882349
Projectors are currently undergoing a transformation as they evolve from static output devices to portable, environment-aware, communicating systems. An enhanced projector can determine and respond to the geometry of the display surface, and can be...

blue-c: a spatially immersive display and 3D video portal for telepresence
Markus Gross, Stephan Würmlin, Martin Naef, Edouard Lamboray, Christian Spagno, Andreas Kunz, Esther Koller-Meier, Tomas Svoboda, Luc Van Gool, Silke Lang, Kai Strehlke, Andrew Vande Moere, Oliver Staadt
Pages: 819-827
DOI: 10.1145/882262.882350
We present blue-c, a new immersive projection and 3D video acquisition environment for virtual design and collaboration. It combines simultaneous acquisition of multiple live video streams with advanced 3D projection technology in a...

Section: Texture synthesis by example

Designing effective step-by-step assembly instructions
Maneesh Agrawala, Doantam Phan, Julie Heiser, John Haymaker, Jeff Klingner, Pat Hanrahan, Barbara Tversky
Pages: 828-837
DOI: 10.1145/882262.882352
We present design principles for creating effective assembly instructions and a system that is based on these principles. The principles are drawn from cognitive psychology research which investigated people's conceptual models of assembly and...

Adaptive grid-based document layout
Charles Jacobs, Wilmot Li, Evan Schrier, David Bargeron, David Salesin
Pages: 838-847
DOI: 10.1145/882262.882353
Grid-based page designs are ubiquitous in commercially printed publications, such as newspapers and magazines. Yet, to date, no one has invented a good way to easily and automatically adapt such designs to arbitrarily-sized electronic displays. The...

Suggestive contours for conveying shape
Doug DeCarlo, Adam Finkelstein, Szymon Rusinkiewicz, Anthony Santella
Pages: 848-855
DOI: 10.1145/882262.882354
In this paper, we describe a non-photorealistic rendering system that conveys shape using lines. We go beyond contours and creases by developing a new type of line to draw: the suggestive contour. Suggestive contours are lines drawn on clearly...

Coherent stylized silhouettes
Robert D. Kalnins, Philip L. Davidson, Lee Markosian, Adam Finkelstein
Pages: 856-861
DOI: 10.1145/882262.882355
We describe a way to render stylized silhouettes of animated 3D models with temporal coherence. Coherence is one of the central challenges for non-photorealistic rendering. It is especially difficult for silhouettes, because they may not have obvious...

Section: Texture synthesis by example

Untangling cloth
David Baraff, Andrew Witkin, Michael Kass
Pages: 862-870
DOI: 10.1145/882262.882357
Deficient cloth-to-cloth collision response is the most serious shortcoming of most cloth simulation systems. Past approaches to cloth-cloth collision have used history to decide whether nearby cloth regions have interpenetrated. The biggest pitfall...

Nonconvex rigid bodies with stacking
Eran Guendelman, Robert Bridson, Ronald Fedkiw
Pages: 871-878
DOI: 10.1145/882262.882358
We consider the simulation of nonconvex rigid bodies focusing on interactions such as collision, contact, friction (kinetic, static, rolling and spinning) and stacking. We advocate representing the geometry with both a triangulated surface and a...

Precomputing interactive dynamic deformable scenes
Doug L. James, Kayvon Fatahalian
Pages: 879-887
DOI: 10.1145/882262.882359
We present an approach for precomputing data-driven models of interactive physically based deformable scenes. The method permits real-time hardware synthesis of nonlinear deformation dynamics, including self-contact and global illumination effects,...

Realistic modeling of bird flight animations
Jia-chi Wu, Zoran Popović
Pages: 888-895
DOI: 10.1145/882262.882360
In this paper we describe a physics-based method for synthesis of bird flight animations. Our method computes a realistic set of wingbeats that enables a bird to follow the specified trajectory. We model the bird as an articulated skeleton with...

Section: Texture synthesis by example

Cg: a system for programming graphics hardware in a C-like language
William R. Mark, R. Steven Glanville, Kurt Akeley, Mark J. Kilgard
Pages: 896-907
DOI: 10.1145/882262.882362
The latest real-time graphics architectures include programmable floating-point vertex and fragment processors, with support for data-dependent control flow in the vertex processor. We present a programming language and a supporting system that are...

Linear algebra operators for GPU implementation of numerical algorithms
Jens Krüger, Rüdiger Westermann
Pages: 908-916
DOI: 10.1145/882262.882363
In this work, the emphasis is on the development of strategies to realize techniques of numerical computing on the graphics chip. In particular, the focus is on the acceleration of techniques for solving sets of algebraic equations as they occur in...

Sparse matrix solvers on the GPU: conjugate gradients and multigrid
Jeff Bolz, Ian Farmer, Eitan Grinspun, Peter Schröoder
Pages: 917-924
DOI: 10.1145/882262.882364
Many computer graphics applications require high-intensity numerical simulation. We show that such computations can be performed efficiently on the GPU, which we regard as a full function streaming processor with high floating-point...

Nonlinear optimization framework for image-based modeling on programmable graphics hardware
Karl E. Hillesland, Sergey Molinov, Radek Grzeszczuk
Pages: 925-934
DOI: 10.1145/882262.882365
Graphics hardware is undergoing a change from fixed-function pipelines to more programmable organizations that resemble general purpose stream processors. In this paper, we show that certain general algorithms, not normally associated with computer...

Out-of-core compression for gigantic polygon meshes
Martin Isenburg, Stefan Gumhold
Pages: 935-942
DOI: 10.1145/882262.882366
Polygonal models acquired with emerging 3D scanning technology or from large scale CAD applications easily reach sizes of several gigabytes and do not fit in the address space of common 32-bit desktop PCs. In this paper we propose an out-of-core mesh...

Non-iterative, feature-preserving mesh smoothing
Thouis R. Jones, Frédo Durand, Mathieu Desbrun
Pages: 943-949
DOI: 10.1145/882262.882367
With the increasing use of geometry scanners to create 3D models, there is a rising need for fast and robust mesh smoothing to remove inevitable noise in the measurements. While most previous work has favored diffusion-based iterative techniques for...

Bilateral mesh denoising
Shachar Fleishman, Iddo Drori, Daniel Cohen-Or
Pages: 950-953
DOI: 10.1145/882262.882368
We present an anisotropic mesh denoising algorithm that is effective, simple and fast. This is accomplished by filtering vertices of the mesh in the normal direction using local neighborhoods. Motivated by the impressive results of bilateral...

Hierarchical mesh decomposition using fuzzy clustering and cuts
Sagi Katz, Ayellet Tal
Pages: 954-961
DOI: 10.1145/882262.882369
Cutting up a complex object into simpler sub-objects is a fundamental problem in various disciplines. In image processing, images are segmented while in computational geometry, solid polyhedra are decomposed. In recent years, in computer graphics,...