Graphics (TOG)


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ACM Transactions on Graphics (TOG), Volume 35 Issue 1, December 2015

Matching Real Fabrics with Micro-Appearance Models
Pramook Khungurn, Daniel Schroeder, Shuang Zhao, Kavita Bala, Steve Marschner
Article No.: 1
DOI: 10.1145/2818648

Micro-appearance models explicitly model the interaction of light with microgeometry at the fiber scale to produce realistic appearance. To effectively match them to real fabrics, we introduce a new appearance matching framework to...

Interactive Acoustic Transfer Approximation for Modal Sound
Dingzeyu Li, Yun Fei, Changxi Zheng
Article No.: 2
DOI: 10.1145/2820612

Current linear modal sound models are tightly coupled with their frequency content. Both the modal vibration of object surfaces and the resulting sound radiation depend on the vibration frequency. Whenever the user tweaks modal parameters to...

3D Mesh Labeling via Deep Convolutional Neural Networks
Kan Guo, Dongqing Zou, Xiaowu Chen
Article No.: 3
DOI: 10.1145/2835487

This article presents a novel approach for 3D mesh labeling by using deep Convolutional Neural Networks (CNNs). Many previous methods on 3D mesh labeling achieve impressive performances by using predefined geometric features. However, the...

Pushing the Limits of 3D Color Printing: Error Diffusion with Translucent Materials
Alan Brunton, Can Ates Arikan, Philipp Urban
Article No.: 4
DOI: 10.1145/2832905

Accurate color reproduction is important in many applications of 3D printing, from design prototypes to 3D color copies or portraits. Although full color is available via other technologies, multi-jet printers have greater potential for graphical...

Vector Regression Functions for Texture Compression
Ying Song, Jiaping Wang, Li-Yi Wei, Wencheng Wang
Article No.: 5
DOI: 10.1145/2818996

Raster images are the standard format for texture mapping, but they suffer from limited resolution. Vector graphics are resolution-independent but are less general and more difficult to implement on a GPU. We propose a hybrid representation called...

Extraction of the Quad Layout of a Triangle Mesh Guided by Its Curve Skeleton
Francesco Usai, Marco Livesu, Enrico Puppo, Marco Tarini, Riccardo Scateni
Article No.: 6
DOI: 10.1145/2809785

Starting from the triangle mesh of a digital shape, that is, mainly an articulated object, we produce a coarse quad layout that can be used in character modeling and animation. Our quad layout follows the intrinsic object structure described by...

Fast 4D Sheared Filtering for Interactive Rendering of Distribution Effects
Ling-Qi Yan, Soham Uday Mehta, Ravi Ramamoorthi, Fredo Durand
Article No.: 7
DOI: 10.1145/2816814

Soft shadows, depth of field, and diffuse global illumination are common distribution effects, usually rendered by Monte Carlo ray tracing. Physically correct, noise-free images can require hundreds or thousands of ray samples per pixel, and take...

Q-MAT: Computing Medial Axis Transform By Quadratic Error Minimization
Pan Li, Bin Wang, Feng Sun, Xiaohu Guo, Caiming Zhang, Wenping Wang
Article No.: 8
DOI: 10.1145/2753755

The medial axis transform (MAT) is an important shape representation for shape approximation, shape recognition, and shape retrieval. Despite years of research, there is still a lack of effective methods for efficient, robust and accurate...

Predicting Appearance from Measured Microgeometry of Metal Surfaces
Zhao Dong, Bruce Walter, Steve Marschner, Donald P. Greenberg
Article No.: 9
DOI: 10.1145/2815618

The visual appearance of many materials is created by micro-scale details of their surface geometry. In this article, we investigate a new approach to capturing the appearance of metal surfaces without reflectance measurements, by deriving...

Nonsmooth Developable Geometry for Interactively Animating Paper Crumpling
Camille Schreck, Damien Rohmer, Stefanie Hahmann, Marie-Paule Cani, Shuo Jin, Charlie C. L. Wang, Jean-Francis Bloch
Article No.: 10
DOI: 10.1145/2829948

We present the first method to animate sheets of paper at interactive rates, while automatically generating a plausible set of sharp features when the sheet is crumpled. The key idea is to interleave standard physically based simulation steps with...