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Showing papers in "ACM Transactions on Graphics in 2003"


Journal ArticleDOI
TL;DR: Using generic interpolation machinery based on solving Poisson equations, a variety of novel tools are introduced for seamless editing of image regions as discussed by the authors, and the first set of tools permits the seamless...
Abstract: 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 ...

1,183 citations


Journal ArticleDOI
TL;DR: A new matching algorithm is developed that uses spherical harmonics to compute discriminating similarity measures without requiring repair of model degeneracies or alignment of orientations and provides 46 to 245% better performance than related shape-matching methods during precision--recall experiments.
Abstract: 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 investigate new shape-based search methods. The key challenges are to develop query methods simple enough for novice users and matching algorithms robust enough to work for arbitrary polygonal models. We present a Web-based search engine system that supports queries based on 3D sketches, 2D sketches, 3D models, and/or text keywords. For the shape-based queries, we have developed a new matching algorithm that uses spherical harmonics to compute discriminating similarity measures without requiring repair of model degeneracies or alignment of orientations. It provides 46 to 245p better performance than related shape-matching methods during precision--recall experiments, and it is fast enough to return query results from a repository of 20,000 models in under a second. The net result is a growing interactive index of 3D models available on the Web (i.e., a Google for 3D models).

1,085 citations


Journal ArticleDOI
TL;DR: A novel method for fitting high-resolution template meshes to detailed human body range scans with sparse 3D markers is developed and an optimization problem in which the degrees of freedom are formulated.
Abstract: 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...

536 citations


Journal ArticleDOI
TL;DR: This work shows that high-intensity numerical simulation computations can be performed efficiently on the GPU, which is regarded as a full function streaming system.
Abstract: 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...

438 citations


Journal ArticleDOI
TL;DR: In this article, a multi-level partition of unity implicit surface is presented, which allows us to construct surface models from very large sets of points, such as a set of points.
Abstract: 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 ingredient...

407 citations


Journal ArticleDOI
TL;DR: In this paper, a generative model for isotropic bidirectional reflectance distribution functions (BRDFs) based on acquired reflectance data is presented, instead of using analytical reflectance models.
Abstract: 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...

407 citations


Journal ArticleDOI
TL;DR: Cutting up a complex object into simpler sub-objects is a fundamental problem in various disciplines and in image processing, images are segmented while in computational geometry, solid polyhedra are solidified.
Abstract: 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 ...

390 citations


Journal ArticleDOI
TL;DR: This work presents an image-based measuring method that robustly detects the different materials of real objects and fits an average bidirectional reflectance distribution function (BRDF) to each of them, leading to a truly spatially varying BRDF representation.
Abstract: Real-world objects are usually composed of a number of different materials that often show subtle changes even within a single material. Photorealistic rendering of such objects requires accurate measurements of the reflection properties of each material, as well as the spatially varying effects. We present an image-based measuring method that robustly detects the different materials of real objects and fits an average bidirectional reflectance distribution function (BRDF) to each of them. In order to model local changes as well, we project the measured data for each surface point into a basis formed by the recovered BRDFs leading to a truly spatially varying BRDF representation. Real-world objects often also have fine geometric detail that is not represented in an acquired mesh. To increase the detail, we derive normal maps even for non-Lambertian surfaces using our measured BRDFs. A high quality model of a real object can be generated with relatively little input data. The generated model allows for rendering under arbitrary viewing and lighting conditions and realistically reproduces the appearance of the original object.

365 citations


Journal ArticleDOI
TL;DR: In this article, a non-photorealistic rendering system that conveys shape using lines is described, which goes beyond contours and creases by developing a new type of line to draw: the suggestive contour.
Abstract: 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. ...

363 citations


Journal ArticleDOI
TL;DR: In this article, an anisotropic mesh denoising algorithm is proposed that is effective, simple, and fast, which is accomplished by filtering vertices of the mesh in the normal direction using local neighborhoods.
Abstract: 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. Moti...

356 citations


Journal ArticleDOI
TL;DR: In this paper, the focus is on the acceleration of techniques for numerical computing on the graphics chip, in particular, for the case of a single-input single-output (SISO) processor.
Abstract: 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 s...

Journal ArticleDOI
TL;DR: In this paper, a novel polygonal remeshing technique that exploits a key aspect of surfaces: the intrinsic anisotropy of natural or man-made geometry is proposed.
Abstract: 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 dir...

Journal ArticleDOI
TL;DR: 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 on both by careful choice of ananisotropic diffusion tensor is presented.
Abstract: 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 on both by careful choice of an anisotropic diffusion tensor. We combine the C1 limit representation of Loop's subdivision for triangular surface meshes and vector functions on the surface mesh with the established diffusion model to arrive at a discretized version of the diffusion problem in the spatial direction. The time direction discretization then leads to a sparse linear system of equations. Iteratively solving the sparse linear system yields a sequence of faired (smoothed) meshes as well as faired functions.

Journal ArticleDOI
TL;DR: In this article, a method for completing missing parts caused by the removal of foreground or background elements from an image is presented, where the goal is to synthesize a complete, visually plausible and coherent image.
Abstract: 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 ...

Journal ArticleDOI
TL;DR: In this paper, the authors describe an approach to generate high dynamic range (HDR) video from an image sequenet using an off-the-shelf camcorder.
Abstract: 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 sequen...

Journal ArticleDOI
TL;DR: In this paper, a method based on pre-computed light transport is presented for real-time rendering of objects under all-frequency, time-varying illumination represented as a high-resolution environment map.
Abstract: 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. Curre...

Journal ArticleDOI
TL;DR: A robust technique for directly parametrizing a surface by cutting it into charts and mapping these piecewise onto a planar domain is introduced.
Abstract: 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 g...

Journal ArticleDOI
TL;DR: In this paper, a probabilistic path planning and hierarchical displacement mapping are combined with a posture transition graph to guide the locomotion of a biped figure in a virtual environment.
Abstract: Typical high-level directives for locomotion of human-like characters are useful for interactive games and simulations as well as for off-line production animation. In this paper, we present a new scheme for planning natural-looking locomotion of a biped figure to facilitate rapid motion prototyping and task-level motion generation. Given start and goal positions in a virtual environment, our scheme gives a sequence of motions to move from the start to the goal using a set of live-captured motion clips. Based on a novel combination of probabilistic path planning and hierarchical displacement mapping, our scheme consists of three parts: roadmap construction, roadmap search, and motion generation. We randomly sample a set of valid footholds of the biped figure from the environment to construct a directed graph, called a roadmap, that guides the locomotion of the figure. Every edge of the roadmap is associated with a live-captured motion clip. Augmenting the roadmap with a posture transition graph, we traverse it to obtain the sequence of input motion clips and that of target footprints. We finally adapt the motion sequence to the constraints specified by the footprint sequence to generate a desired locomotion.

Journal ArticleDOI
TL;DR: The basic building block for the construction of PPSS is a projection operator, which maps points in the proximity of the shape onto local polynomial surface approximations, and an algorithm to construct a base point set.
Abstract: Progressive point set surfaces (PPSS) are a multilevel point-based surface representation. They combine the usability of multilevel scalar displacement maps (e.g., compression, filtering, geometric modeling) with the generality of point-based surface representations (i.e., no fixed homology group or continuity class). The multiscale nature of PPSS fosters the idea of point-based modeling. The basic building block for the construction of PPSS is a projection operator, which maps points in the proximity of the shape onto local polynomial surface approximations. The projection operator allows the computing of displacements from smoother to more detailed levels. Based on the properties of the projection operator we derive an algorithm to construct a base point set. Starting from this base point set, a refinement rule using the projection operator constructs a PPSS from any given manifold surface.

Journal ArticleDOI
TL;DR: Open manifold genus-0 meshes as mentioned in this paper are topologically equivalent to 3D mesh data, and they can be parameterized for texture mapping, remeshing and morphing, but they do not support topological transformations.
Abstract: 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 ...

Journal ArticleDOI
TL;DR: A two-step approach to implementing geometric processing tools for surfaces by operating on the normal map of a surface and manipulating the surface to fit the processed normals, which provides for a wide range of surface processing operations, including edge-preserving smoothing and high-boost filtering.
Abstract: We propose that the generalization of signal and image processing to surfaces entails filtering the normals of the surface, rather than filtering the positions of points on a mesh. Using a variational strategy, penalty functions on the surface geometry can be formulated as penalty functions on the surface normals, which are computed using geometry-based shape metrics and minimized using fourth-order gradient descent partial differential equations (PDEs). In this paper, we introduce a two-step approach to implementing geometric processing tools for surfaces: (i) operating on the normal map of a surface, and (ii) manipulating the surface to fit the processed normals. Iterating this two-step process, we efficiently can implement geometric fourth-order flows by solving a set of coupled second-order PDEs. The computational approach uses level set surface models; therefore, the processing does not depend on any underlying parameterization. This paper will demonstrate that the proposed strategy provides for a wide range of surface processing operations, including edge-preserving smoothing and high-boost filtering. Furthermore, the generality of the implementation makes it appropriate for very complex surface models, for example, those constructed directly from measured data.

Journal ArticleDOI
TL;DR: A comparison study of how facial deformations in animation changed over time changed from being smooth to bumpy to more bumpy in the Disney Pixar film The Incredibles.
Abstract: 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...

Journal ArticleDOI
TL;DR: In this paper, the simulation of nonconvex rigid bodies focusing on interactions such as collision, contact, friction (kinetic, static, rolling and spinning) and stacking is considered.
Abstract: 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...

Journal ArticleDOI
TL;DR: In this paper, the authors compress storage and accelerate performance of precomputed radiance transfer (PRT), which captures the way an object shadows, scatters, and reflects light.
Abstract: 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...

Journal ArticleDOI
TL;DR: In this article, a method for controlling smoke simulations through user-specified keyframes is described, where a continuous quasi-Newton optimization is used to solve for appropriate "wind" forces.
Abstract: 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...

Journal Article
TL;DR: The Actuated Workbench is a device that uses magnetic forces to move objects on a table in two dimensions, intended for use with existing tabletop tangible interfaces, providing an additional feedback loop for computer output, and helping to resolve inconsistencies that otherwise arise from the computer's inability to move Objects on the table.
Abstract: 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 resolve inconsistencies that otherwise arise from the computer's inability to move objects on the table.

Journal ArticleDOI
TL;DR: In this article, an e-cosmetic function for digital images based on physics and physiologically-based image processing is proposed, where a practical skin color and texture analysis/synthesis technique is introduced.
Abstract: 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 introdu...

Journal ArticleDOI
TL;DR: In this paper, the authors present design principles for creating effective assembly instructions and a system that is based on these principles, drawn from cognitive psychology research which investigates the effects of cognitive psychology on assembly instructions.
Abstract: 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 investiga...

Journal ArticleDOI
TL;DR: 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.
Abstract: 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. The deformation of the models is described using precomputed Green's functions (GFs), and runtime boundary value problems (BVPs) are solved using existing Capacitance Matrix Algorithms (CMAs). Multiresolution techniques are introduced to control the amount of information input and output from the solver thus making it practical to simulate and store very large models. A key component is the efficient compressed representation of the precomputed GFs using second-generation wavelets on surfaces. This aids in reducing the large memory requirement of storing the dense GF matrix, and the fast inverse wavelet transform allows for fast summation methods to be used at run-time for response synthesis. Resulting GF compression factors are directly related to interactive simulation speedup, and examples are provided with hundredfold improvements at modest error levels. We also introduce a multiresolution constraint satisfaction technique formulated as a hierarchical CMA, so named because of its use of hierarchical GFs describing the response due to hierarchical basis constraints. This direct solution approach is suitable for hard real-time simulation since it provides a mechanism for gracefully degrading to coarser resolution constraint approximations. The GFs' multiresolution displacement fields also allow for run-time adaptive multiresolution rendering.

Journal ArticleDOI
TL;DR: Good parameterizations are of central importance in many digital geometry processing tasks and the behavior of such processing algorithms is related to the smoothness of the parameterization.
Abstract: 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...