Graphics (TOG)


Search Issue
enter search term and/or author name


ACM Transactions on Graphics (TOG), Volume 34 Issue 1, November 2014

Iterative Training of Dynamic Skills Inspired by Human Coaching Techniques
Sehoon Ha, C. Karen Liu
Article No.: 1
DOI: 10.1145/2682626

Inspired by how humans learn dynamic motor skills through a progressive process of coaching and practices, we introduce an intuitive and interactive framework for developing dynamic controllers. The user only needs to provide a primitive initial...

Smoothed Quadratic Energies on Meshes
Janick Martinez Esturo, Christian Rössl, Holger Theisel
Article No.: 2
DOI: 10.1145/2682627

In this article, we study the regularization of quadratic energies that are integrated over discrete domains. This is a fairly general setting, often found in, but not limited to, geometry processing. The standard Tikhonov regularization is widely...

ImageSpirit: Verbal Guided Image Parsing
Ming-Ming Cheng, Shuai Zheng, Wen-Yan Lin, Vibhav Vineet, Paul Sturgess, Nigel Crook, Niloy J. Mitra, Philip Torr
Article No.: 3
DOI: 10.1145/2682628

Humans describe images in terms of nouns and adjectives while algorithms operate on images represented as sets of pixels. Bridging this gap between how humans would like to access images versus their typical representation is the goal of image...

Shape Segmentation by Approximate Convexity Analysis
Oliver Van Kaick, Noa Fish, Yanir Kleiman, Shmuel Asafi, Daniel Cohen-OR
Article No.: 4
DOI: 10.1145/2611811

We present a shape segmentation method for complete and incomplete shapes. The key idea is to directly optimize the decomposition based on a characterization of the expected geometry of a part in a shape. Rather than setting the number of parts in...

Directional Dipole Model for Subsurface Scattering
Jeppe Revall Frisvad, Toshiya Hachisuka, Thomas Kim Kjeldsen
Article No.: 5
DOI: 10.1145/2682629

Rendering translucent materials using Monte Carlo ray tracing is computationally expensive due to a large number of subsurface scattering events. Faster approaches are based on analytical models derived from diffusion theory. While such analytical...

Garment Replacement in Monocular Video Sequences
Lorenz Rogge, Felix Klose, Michael Stengel, Martin Eisemann, Marcus Magnor
Article No.: 6
DOI: 10.1145/2634212

We present a semi-automatic approach to exchange the clothes of an actor for arbitrary virtual garments in conventional monocular video footage as a postprocess. We reconstruct the actor's body shape and motion from the input video using a...

Robust Simulation of Sparsely Sampled Thin Features in SPH-Based Free Surface Flows
Xiaowei He, Huamin Wang, Fengjun Zhang, Hongan Wang, Guoping Wang, Kun Zhou
Article No.: 7
DOI: 10.1145/2682630

Smoothed particle hydrodynamics (SPH) is efficient, mass preserving, and flexible in handling topological changes. However, sparsely sampled thin features are difficult to simulate in SPH-based free surface flows, due to a number of robustness and...

Driving High-Resolution Facial Scans with Video Performance Capture
Graham Fyffe, Andrew Jones, Oleg Alexander, Ryosuke Ichikari, Paul Debevec
Article No.: 8
DOI: 10.1145/2638549

We present a process for rendering a realistic facial performance with control of viewpoint and illumination. The performance is based on one or more high-quality geometry and reflectance scans of an actor in static poses, driven by one or more...

Beating Shapes Relying on Moiré Level Lines
Sylvain M. Chosson, Roger D. Hersch
Article No.: 9
DOI: 10.1145/2644806

We consider the problem of obtaining a recognizable shape as superposition moiré of two line gratings. The method we propose generates moiré lines located between the shape foreground and background centers and the shape boundaries....

Realistic Biomechanical Simulation and Control of Human Swimming
Weiguang Si, Sung-Hee Lee, Eftychios Sifakis, Demetri Terzopoulos
Article No.: 10
DOI: 10.1145/2626346

We address the challenging problem of controlling a complex biomechanical model of the human body to synthesize realistic swimming animation. Our human model includes all of the relevant articular bones and muscles, including 103 bones (163...

Spectral Quadrangulation with Feature Curve Alignment and Element Size Control
Ruotian Ling, Jin Huang, Bert Jüttler, Feng Sun, Hujun Bao, Wenping Wang
Article No.: 11
DOI: 10.1145/2653476

Existing methods for surface quadrangulation cannot ensure accurate alignment with feature or boundary curves and tight control of local element size, which are important requirements in many numerical applications (e.g., FEA). Some methods rely...

Light Field Reconstruction Using Sparsity in the Continuous Fourier Domain
Lixin Shi, Haitham Hassanieh, Abe Davis, Dina Katabi, Fredo Durand
Article No.: 12
DOI: 10.1145/2682631

Sparsity in the Fourier domain is an important property that enables the dense reconstruction of signals, such as 4D light fields, from a small set of samples. The sparsity of natural spectra is often derived from continuous arguments, but...

Dehazing Using Color-Lines
Raanan Fattal
Article No.: 13
DOI: 10.1145/2651362

Photographs of hazy scenes typically suffer having low contrast and offer a limited visibility of the scene. This article describes a new method for single-image dehazing that relies on a generic regularity in natural images where pixels of small...