Technical Papers
Drawing, Painting and Stylization
Monday, 8 August 9:00 am - 10:30 am | East Building, Exhibit Hall A
Session Chair: Adam Finkelstein, Princeton University
Capturing & Modeling Humans
Monday, 8 August 9:00 am - 10:30 am | East Building, Ballroom C
Session Chair: Karen Liu, Georgia Institute of Technology
Understanding Shapes
Monday, 8 August 2:00 pm - 3:30 pm | East Building, Exhibit Hall A
Session Chair: Tom Funkhouser, Princeton University
Tone Editing
Monday, 8 August 3:45 pm - 5:15 pm | East Building, Ballroom C
Session Chair: Karol Myszkowski, Max-Planck-Institut für Informatik
Contact and Constraints
Monday, 8 August 3:45 pm - 5:35 pm | East Building, Exhibit Hall A
Session Chair: Adam Bargteil, University of Utah
Sampling & Noise
Tuesday, 9 August 9:00 am - 10:30 am | East Building, Ballroom C
Session Chair: Sylvain Lefebvre, INRIA
Capturing Geometry and Appearance
Tuesday, 9 August 9:00 am - 10:30 am | East Building, Exhibit Hall A
Session Chair: Marc Levoy, Stanford University
Stochastic Rendering & Visibility
Tuesday, 9 August 10:45 am - 12:15 pm | East Building, Ballroom A/B
Session Chair: Elmar Eisemann, École d'Ingénieurs Télécom ParisTech
Geometry Acquisition
Tuesday, 9 August 10:45 am - 12:15 pm | East Building, Exhibit Hall A
Session Chair: Paolo Cignoni, ISTI-CNR
Volumes & Photons
Tuesday, 9 August 2:00 pm - 3:30 pm | East Building, Exhibit Hall A
Session Chair: Jaakko Lehtinen, NVIDIA Corporation
Geometry Processing
Tuesday, 9 August 2:00 pm - 3:30 pm | East Building, Ballroom C
Session Chair: Scott Schaefer, Texas A&M University
Call Animal Control!
Tuesday, 9 August 3:45 pm - 5:35 pm | East Building, Exhibit Hall A
Session Chair: KangKang Yin, National University of Singapore
By-Example Image Synthesis
Tuesday, 9 August 3:45 pm - 5:15 pm | East Building, Ballroom C
Session Chair: Dan Goldman, Adobe Systems Incorporated
Surfaces
Wednesday, 10 August 9:00 am - 10:30 am | East Building, Ballroom A/B
Session Chair: Eugene Zhang, Oregon State University
Colorful
Wednesday, 10 August 9:00 am - 10:30 am | East Building, Exhibit Hall A
Session Chair: Olga Sorkine, ETH Zürich
Image Processing
Wednesday, 10 August 10:45 am - 12:15 pm | East Building, Exhibit Hall A
Session Chair: Aaron Hertzmann, University of Toronto
Example-Based Simulation
Wednesday, 10 August 10:45 am - 12:15 pm | East Building, Ballroom C
Session Chair: Jernej Barbič, University of Southern California
Mapping & Warping Shapes
Wednesday, 10 August 2:00 pm - 3:30 pm | East Building, Ballroom C
Session Chair: Mathieu Desbrun, California Institute of Technology
Facial Animation
Wednesday, 10 August 2:00 pm - 3:30 pm | East Building, Exhibit Hall A
Session Chair: Miquel A. Otaduy, Universidad Rey Juan Carlos
Procedural & Interactive Modeling
Wednesday, 10 August 3:45 pm - 5:35 pm | East Building, Ballroom C
Session Chair: Niloy Mitra, King Abdullah University of Science and Technology
Fluid Simulation
Wednesday, 10 August 3:45 pm - 5:35 pm | East Building, Exhibit Hall A
Session Chair: Nils Thuerey, Scanline VFX
Video Resizing & Stabilization
Thursday, 11 August 9:00 am - 10:30 am | East Building, Exhibit Hall A
Session Chair: Wolfgang Heidrich, The University of British Columbia
Fast Simulation
Thursday, 11 August 9:00 am - 10:30 am | East Building, Ballroom A/B
Session Chair: Mark Meyer, Disney Research
Stereo & Disparity
Thursday, 11 August 10:45 am - 12:15 pm | East Building, Exhibit Hall A
Session Chair: Kari Pulli, Nokia Research Center
Fun With Shapes
Thursday, 11 August 10:45 am - 12:15 pm | East Building, Ballroom A/B
Session Chair: Eitan Grinspun, Columbia University
Interactive Image Editing
Thursday, 11 August 2:00 pm - 3:30 pm | East Building, Ballroom C
Session Chair: Ariel Shamir, Interdisciplinary Center (IDC) Herzliya
Discrete Differential Geometry
Thursday, 11 August 2:00 pm - 3:30 pm | East Building, Exhibit Hall A
Session Chair: Yaron Lipman, Princeton University
Real-Time Rendering Hardware
Thursday, 11 August 3:45 pm - 5:15 pm | East Building, Exhibit Hall A
Session Chair: Bill Mark, Intel Corporation
Computational Stereo Camera System With Programmable Control Loop
This computational stereo camera system closes the control loop to handle traditionally difficult shots. It is completely programmable, so complex shots can easily be scripted and adjusted depending on the scene and artistic preferences.
Simon Heinzle
Disney Research Zürich
Pierre Greisen
Disney Research Zürich and ETH Zürich
David Gallup
University of North Carolina
Christine Chen
ETH Zürich
Daniel Saner
ETH Zürich
Aljoscha Smolic
Disney Research Zürich
Andreas Peter Burg
ETH Zürich
Wojciech Matusik
Disney Research Zürich
Markus Gross
ETH Zürich and Disney Research Zürich
HDR-VDP-2: A Calibrated Visual Metrics for Visibility and Quality Predictions in All Luminance Conditions
A metric for predicting visible differences (discrimination) and image quality (MOS) in high-dynamic-range images. The metric is based on new contrast sensitivity measurements and calibrated against several datasets. The visibility predictions are shown to be improved compared to the original HDR-VDP and VDP metrics.
Rafal Mantiuk
Bangor University
Kil Joong Kim
Seoul National University
Allan Rempel
The University of British Columbia
Wolfgang Heidrich
The University of British Columbia
Exploration of Continuous Variability in Collections of 3D Shapes
This paper proposes a new technique for exploring unorganized collections of 3D shapes. The approach represents the variability in the collection as a constrained deformation model of a base template shape, which the user can directly manipulate to explore the set of shapes.
Maks Ovsjanikov
Stanford University
Wilmot Li
Adobe Systems Incorporated
Leonidas Guibas
Stanford University
Niloy J. Mitra
King Abdullah University of Science and Technology
Image and Video Upscaling From Local Self-Examples
A new, high-quality, and efficient single-image upscaling method that exploits local self-similarities in the data and reduces search time. The method is implemented using novel non-dyadic filter banks that allow real-time processing when converting low-resolution video formats into HD standards.
Gilad Feedman
Hebrew University
Raanan Fattal
Hebrew University
A Quantized-Diffusion Model for Rendering Translucent Materials
With these new techniques for rendering translucent materials such as human skin, modified diffusion theory and a new quantized-diffusion method derive efficient and accurate scattering functions for both offline and real-time rendering.
Eugene d'Eon
Weta Digital Ltd
Geoffrey Irving
Weta Digital Ltd
Converting 3D Furniture Models to Fabricatable Parts and Connectors
A grammar-based framework for converting 3D furniture models to separate parts and connectors that can be physically built, which allows nonprofessional users to create products that they can use themselves by "printing" 3D furniture models.
Manfred Lau
Japan Science and Technology Agency
Akira Ohgawara
The University of Tokyo and Japan Science and Technology Agency
Jun Mitani
University of Tsukuba and Japan Science and Technology Agency
Takeo Igarashi
The University of Tokyo and Japan Science and Technology Agency
Contributing Vertices-Based Minkowski Sum of a Nonconvex--Convex Pair of Polyhedra
An exact and efficient contributing-vertices-based algorithm for the Minkowski sum computation of a non-convex-convex pair of polyhedra. The algorithm handles non-manifold situations and extracts polyhedral holes of the sum. Several results
Hichem Barki
Université de Lyon
Florence Denis
Université de Lyon
Florent Dupont
Université de Lyon
High-Quality Spatio-Temporal Rendering Using Semi-Analytical Visibility
This paper presents:
• A novel spatio-temporal anti-aliasing algorithm with essentially noise-free results. Visibility is solved for along line samples in screen space and in time.
• A new method for ambient occlusion based on line samples/ The method can also handle motion-blurred ambient occlusion.
Carl Johan Gribel
Lund University
Rasmus Barringer
Lund University
Tomas Akenine-Möller
Lund University and Intel Corporation
Clipless Dual-Space Bounds for Faster Stochastic Rasterization
A novel method for increasing the efficiency of stochastic rasterization of motion and defocus blur. Contrary to earlier approaches, the method is efficient even with the low sampling densities commonly encountered in real-time rendering, while allowing the use of arbitrary sampling patterns for optimum image quality.
Samuli Laine
NVIDIA Research
Timo Aila
NVIDIA Research
Tero Karras
NVIDIA Research
Jaakko Lehtinen
NVIDIA Research
Blue-Noise Point Sampling Using Kernel Density Model
A new method for generating spatially varying stochastic-point distributions with blue-noise spectrum in linear time. The method relies on a novel multi-scale strategy that draws samples from an interacting particles statistical model that formalizes the problem.
Raanan Fattal
Hebrew University
Bounded Biharmonic Weights for Real-Time Deformation
Deformation by linear blending dominates practical use as the fastest approach for transforming 2D and 3D shapes. This paper develops "bounded biharmonic weights" that produce smooth and intuitive deformations for any combination of points, bones, and cages of arbitrary topology, making control of deformations simple and flexible.
Alec Jacobson
New York University
Ilya Baran
Disney Research Zürich
Jovan Popović
Adobe Systems Incorporated
Olga Sorkine
New York University
Interactive Editing of Massive Imagery Made Simple: Turning Atlanta Into Atlantis
This simple framework for progressive processing of high-resolution images with minimal resources implements an adaptive, multi-resolution solver for gradient-based image processing that is capable of real-time seamless cloning for images that are hundreds of gigapixels in size.
Brian Summa
University of Utah
Giorgio Scorzelli
University of Utah
Ming Jiang
Lawrence Livermore National Laboratory
Peer-Timo Bremer
University of Utah and Lawrence Livermore National Laboratory
Valerio Pascucci
University of Utah
Antialiasing Recovery
This method for restoring antialiased edges that are damaged by certain types of nonlinear image processing operations selectively adjusts the local gradients in affected regions of the filtered image so that they are consistent with those in the original image.
Lei Yang
Hong Kong University of Science and Technology
Pedro Sander
Hong Kong University of Science and Technology
Jason Lawrence
University of Virginia
Hugues Hoppe
Microsoft Research
Interactive and Anisotropic Geometry Processing Using the Screened Poisson Equation
A general framework for performing curvature-aware geometry processing through solution of a screened Poisson equation and a parallel streaming implementation for constructing and solving the associated linear system at interactive rates.
Michael Kazhdan
Johns Hopkins University
Ming Chuang
Johns Hopkins University
GlobFit: Consistently Fitting Primitives by Discovering Global Relations
A method to align locally detected RANSAC primitives using global relations, which are learned and conformed to using a combination of graph reduction and constrained optimization. The paper demonstrates applications on synthetic and scanned data, even under structured noise and anisotropic sampling.
Yangyan Li
Shenzhen Institute of Advanced Technology
Xiaokun Wu
Shenzhen Institute of Advanced Technology and Zhejiang University
Yiorgos Chrysanthou
University of Cyprus
Andrei Sharf
Ben-Gurion University and Shenzhen Institute of Advanced Technology
Daniel Cohen-Or
Tel Aviv University
Niloy J. Mitra
King Abdullah University of Science and Technology
Making Burr Puzzles From 3D Models
A computational approach to creating burr puzzles from 3D models while enforcing a single-key property in the 3D puzzle-construction process. When the puzzle is assembled, all the pieces are notched except the key piece, which remains mobile.
Shiqing Xin
Nanyang Technological University
Chi-Fu Lai
Nanyang Technological University
Chi-Wing Fu
Nanyang Technological University
Tien-Tsin Wong
Chinese University of Hong Kong
Ying He
Nanyang Technological University
Daniel Cohen-Or
Tel Aviv University
Real-Time Eulerian Water Simulation Using a Restricted Tall Cell Grid
A new real-time Eulerian fluid simulation that uses a hybrid grid of regular cubic cells on top of a layer of tall cells above an arbitrary terrain. The method includes a novel multigrid method and several fluid solver modifications, and achieves 30fps in real-world scenarios on a modern GPU.
Nuttapong Chentanez
NVIDIA PhysX Research
Matthias Müller-Fischer
NVIDIA PhysX Research
Sensitive Couture for Interactive Garment Modeling and Editing
A novel interactive tool for garment design that enables interactive bidirectional editing between 2D patterns and 3D high-fidelity simulated draped forms. Artists can now interactively edit 2D pattern designs and immediately obtain stable, accurate online feedback.
Nobuyuki Umetani
University of Tokyo
Danny M. Kaufman
Columbia University
Takeo Igarashi
University of Tokyo
Eitan Grinspun
Columbia University
Leveraging Motion Capture and 3D Scanning for High-Fidelity Facial Performance Acquisition
This new approach for acquiring high-fidelity 3D facial performances with realistic dynamic wrinkles and fine facial details leverages state-of-the-art motion capture technology and advanced 3D scanning technology of facial-performance acquisition.
Haoda Huang
Microsoft Research Asia
Jinxiang Chai
Texas A&M University
Xin Tong
Microsoft Research Asia
Hsiang-Tao Wu
Microsoft Research Asia
Data-Driven Elastic Models for Cloth: Modeling and Measurement
This data-driven technique to construct elastic models for cloth creates a database of 10 different cloth materials, each of which exhibits distinctive elastic behaviors. These measurements can be used in simulation systems to create natural and realistic clothing wrinkles and shapes.
Huamin Wang
University of California, Berkeley
James O'Brien
University of California, Berkeley
Ravi Ramamoorthi
University of California, Berkeley
ShadowDraw: Real-Time User Guidance for Freehand Drawing
ShadowDraw, a system for guiding the freeform drawing of objects. As the user draws, ShadowDraw dynamically updates a shadow image underlying the user's strokes. The shadows suggest object contours to guide the drawing process.
Yong Jae Lee
University of Texas at Austin
C. Zitnick
Microsoft Research
Michael Cohen
Microsoft Research
Circular Arc Structures
As a means of rationalization of freeform architectural designs, "circular arc structures" combine faithful consistency with the design intent and simple edge elements and congruent nodes. This paper summarizes the method's easily manufactured support elements, repetition, the first global approximation method for principal patches, and volumetric designs.
Pengbo Bo
University of Hong Kong and Technische Universität Wien
Helmut Pottmann
King Abdullah University of Science and Technology and Technische Universität Wien
Martin Kilian
Evolute and Technische Universität Wien
Wenping Wang
University of Hong Kong
Johannes Wallner
Technische Universität Graz and Technische Universität Wien
Eulerian Solid Simulation With Contact
A new method for simulating realistic behavior of highly deformed, interacting solids without requiring explicit representation of the objects themselves.
David I.W. Levin
The University of British Columbia
Joshua Litven
The University of British Columbia
Garrett L. Jones
The University of British Columbia
Shinjiro Sueda
The University of British Columbia
Dinesh K. Pai
The University of British Columbia
Color Compatibility From Large Datasets
This paper studies color compatibility using large online datasets, and develops new tools for choosing colors to test new and existing theories of human color preferences and learn quantitative models that score the aesthetic quality of a color combination, and demonstrate the models in color selection tasks.
Peter O'Donovan
University of Toronto
Aaron Hertzmann
University of Toronto
Aseem Agarwala
Adobe Systems Incorporated
Physically Valid Statistical Models for Human Motion Generation
This paper shows how statistical modeling techniques can be combined with physics-based modeling techniques to address the limitations of both techniques. The power of this new model is generated by a wide range of physically realistic motions that achieve goals specified by the users.
Xiaolin Wei
Texas A&M University
Jianyuan Min
Texas A&M University
Jinxiang Chai
Texas A&M University
Building Volumetric Appearance Models of Fabric Using Micro CT Imaging
This paper builds volume-appearance models based on density data from X-ray computed tomography (CT) scans and appearance data from photographs under uncontrolled illumination. The resulting models show extreme detail in closeups, while at larger scales the distinctive textures and highlights of a range of fabrics emerge automatically.
Shuang Zhao
Cornell University
Wenzel Jakob
Cornell University
Steve Marschner
Cornell University
Kavita Bala
Cornell University
Space-Time Planning With Parameterized Locomotion Controllers
A technique for animating characters traversing complex dynamic environments. The method uses motion capture to construct a set of controllers to traverse low-dimensional obstacles, and then employs a space-time planner to plan out the sequence in which the controllers must be used to traverse a complex dynamic environment.
Sergey Levine
Stanford University
Yongjoon Lee
University of Washington
Vladlen Koltun
Stanford University
Zoran Popović
University of Washington
Expression Flow for 3D-Aware Face Component Transfer
This paper addresses the problem of transferring facial components between images with different expressions. Expression Flow is a 2D flow field that warps the target face globally so that the warped face becomes compatible with the new feature to be blended in.
Fei Yang
Rutgers University
Jue Wang
Adobe Systems Incorporated
Eli Shechtman
Adobe Systems Incorporated
Lubomir Bourdev
University of California, Berkeley
Dimitri Metaxas
Rutgers University
A Versatile HDR Video Production System
An optical architecture for HDR imaging that allows simultaneous capture of high-, medium-, and low-exposure images, and an HDR merging algorithm that avoids undesired artifacts. This paper explains implementation of a prototype HDR-video system and present sresults from the acquired HDR video.
Michael D. Tocci
Contrast Optical Design & Engineering, Inc. and University of New Mexico
Chris Kiser
University of New Mexico
Nora Tocci
Contrast Optical Design & Engineering, Inc.
Pradeep Sen
University of New Mexico
Characterizing Structural Relationships in Scenes Using Graph Kernels
This paper shows how to represent scenes as graphs that encode models and their semantic relationships. It then defines a kernel between these relationship graphs that compares common virtual substructures in two graphs and captures the similarity between their corresponding scenes.
Matthew Fisher
Stanford University
Manolis Savva
Stanford University
Pat Hanrahan
Stanford University
Scalable and Coherent Video Resizing With Per-Frame Optimization
A scalable and temporal coherent video retargeting method that factors the problem into spatial and motion components. The sub-problem sizes are proportional to a frame resolution, and they can be solved in parallel. The system dramatically reduces computational time and memory consumption without compromising quality.
Yu-Shuen Wang
National Chiao Tung University
Jen-Hung Hsiao
National Cheng Kung University
Olga Sorkine
New York University and ETH Zürich
Tong-Yee Lee
National Cheng Kung University
A Comprehensive Theory of Volumetric Radiance Estimation Using Photon Points and Beams
A novel, comprehensive theory of volumetric radiance estimation that leads to new insights and includes all previous radiance estimates as special cases. The authors use this theory to develop a more efficient rendering method for participating media based on "photon beams".
Wojciech Jarosz
Disney Research Zürich
Derek Nowrouzezahrai
Disney Research Zürich and University of Toronto
Iman Sadeghi
University of California, San Diego
Henrik Wann Jensen
University of California, San Diego
Make it Home: Automatic Optimization of Furniture Arrangement
This paper introduces a framework for automatic generation of furniture arrangement, considering human factors such as accessibility, visibility, pathways, etc. The framework generates arrangements for a variety of scenarios.
Lap-Fai Yu
University of California, Los Angeles
Sai-Kit Yeung
University of California, Los Angeles
Chi-Keung Tang
Hong Kong University of Science and Technology
Demetri Terzopoulos
University of California, Los Angeles
Tony F. Chan
Hong Kong University of Science and Technology
Stanley Osher
University of California, Los Angeles
MeshFlow: Interactive Visualization of Mesh Construction Sequences
MeshFlow is an interactive system for visualizing polygonal mesh construction sequences. It hierarchically clusters editing operations visualized with graphical annotations to provide levels of detail on demand. MeshFlow was tested on five mesh sequences and evaluated with a case study using modeling students.
Jonathan Denning
Dartmouth College
William Kerr
Dartmouth College
Fabio Pellacini
Dartmouth College and Sapienza - Università di Roma
Frequency Analysis and Sheared Filtering for Shadow Light Fields of Complex Occluders
A new frequency analysis and sheared filter for computing shadows cast by complex occluders. The approach uses ray tracing to sparsely sample the scene and a sheared 4D filter to share shadow samples between neighboring pixels.
Kevin Egan
Columbia University
Florian Hecht
University of California, Berkeley
Frédo Durand
MIT CSAIL
Ravi Ramamoorthi
University of California, Berkeley
Highlighted Depth-of-Field Photography: Shining Light on Focus
A camera-projector system casts distinct grid patterns onto a scene to generate a spatial distribution of point reflections. These point reflections relay a relative measure of defocus that is utilized in post-processing to generate a highlighted depth-of-field photograph.
Jaewon Kim
MIT Media Lab and Korea Institute of Science and Technology
Roarke Horstmeyer
MIT Media Lab
Ig-Jae Kim
MIT Media Lab and Korea Institute of Science and Technology
Ramesh Raskar
MIT Media Lab
Decoupled Sampling for Graphics Pipelines
A generalized approach to decoupling shading from both visibility and geometry sampling in graphics pipelines. The technique enables stochastic supersampling of motion and defocus blur and other effects at reduced shading cost, without requiring micropolygon rendering. It can be thought of as a generalization of GPU-style multi-sample anti-aliasing (MSAA).
Jonathan Ragan-Kelley
MIT CSAIL
Jaakko Lehtinen
MIT CSAIL
Jiawen Chen
MIT CSAIL
Michael Doggett
Lunds universitet
Frédo Durand
MIT CSAIL
Efficient Maximal Poisson-Disk Sampling
This paper solves the problem of generating a uniform Poisson-disk sampling that is both maximal and unbiased over bounded non-convex domains. The method is fast, requires little memory, and is guaranteed to terminate without any bias. The paper also demonstrates a parallel GPU implementation that performs MPS in a bias-free fashion.
Mohamed Ebeida
Sandia National Laboratories
Anjul Patney
University of California, Davis
Scott Mitchell
University of California, Davis
Andrew Davidson
University of California, Davis
Patrick Knupp
Sandia National Laboratories
John Owens
University of California, Davis
Blended Intrinsic Maps
This method for inter-surface mapping generates a map between two surfaces by blending multiple low-dimensional (conformal) maps with smoothly varying weights. Performance is evaluated on a diverse dataset and compared our resulting maps to several state-of-the-art methods.
Vladimir Kim
Princeton University
Yaron Lipman
Princeton University
Thomas Funkhouser
Princeton University
Geodesic Image and Video Editing
A new, unified technique to perform general edge-sensitive editing operations on n-dimensional images and videos efficiently. Introduction of a generalized geodesic distance transform provides the unifying framework to efficiently address several editing operations such as de-noising, segmentation, and non-photorealistic rendering.
Antonio Criminisi
Microsoft Research Cambridge
Toby Sharp
Microsoft Research Cambridge
Carsten Rother
Microsoft Research Cambridge
Patrick Perez
Technicolor Paris Research Center
Andrew Fitzgibbon
Microsoft Research Cambridge
Local Laplacian Filters: Edge-Aware Image Processing With a Laplacian Pyramid
This paper demonstrates state-of-the-art edge-aware image processing using Laplacian pyramids. The advantage of this approach is its conceptual simplicity and flexibility, based on simple point-wise nonlinearities; no optimization or post-processing is required. The method produces consistently high-quality results, without degrading edges or introducing halos.
Sylvain Paris
Adobe Systems Incorporated
Sam Hasinoff
Toyota Technological Institute at Chicago and MIT CSAIL
Jan Kautz
University College London
DINUS: Double Insertion, Non-Uniform, Stationary Subdivision Surfaces
The double insertion, non-uniform, stationary subdivision surface (DINUS) generalizes both the non-uniform, bicubic spline surface and the Catmull-Clark subdivision surface. DINUS allows arbitrary knot intervals on the edges, allows incorporation of special features, and provides limit point as well as limit normal rules.
Kerstin Müller
Technische Universität Kaiserslautern
Christoph Fuenfzig
Technische Universität Kaiserslautern
Lars Reusche
Technische Universität Kaiserslautern
Dianne Hansford
Arizona State University
Gerald Farin
Arizona State University
Hans Hagen
Technische Universität Kaiserslautern
Global Registration of Dynamic Range Scans for Articulated Model Reconstruction
The articulated global registration algorithm presented in this work aligns multiple range scans simultaneously to reconstruct a full poseable 3D model. Solving for surface motion using linear-blend skinning and automatically modeled joints allows users to interactively manipulate the resulting 3D model and create new animations.
Will Chang
University of California, San Diego
Matthias Zwicker
Universität Bern
A Geometric Study of V-Style Pop-Ups: Theories and Algorithms
We study a simple but common class of pop-ups: the v-style pop-ups. Conditions are given for a v-style paper structure to be pop-uppable. Based on these conditions, we developed an interactive tool for designing v-style pop-ups and an automated construction algorithm.
Xianying Li
Tsinghua University
Tao Ju
Washington University in St. Louis
Yan Gu
Tsinghua University
Shimin Hu
Tsinghua University
Two-Scale Particle Simulation
A two-scale method for particle-based fluids that allocates computing resources to regions of the fluid where complex flow behavior emerges. This method produces similar surface details as the single-resolution simulation while improving the efficiency.
Barbara Solenthaler
ETH Zürich
Markus Gross
ETH Zürich
Real-Time Large-Deformation Substructuring
A technique for making model reduction of FEM deformable objects undergoing large deformations adaptable in space. The object is decomposed into several domains, which are reduced independently, and combined with elastic and inertial coupling. The method can simulate rich, detailed deformations of complex structures at hard real-time rates.
Jernej Barbič
University of Southern California
Yili Zhao
University of Southern California
High-Quality Passive Facial Performance Capture Using Anchor Frames
A new technique for high-quality facial performance capture that leverages the repetitive structure of face motions to automatically locate frames with similar expressions, called anchor frames. High-resolution geometry is reconstructed and temporal motion is propagated in parallel using robust image-space matching between the anchor frames.
Thabo Beeler
ETH Zürich and Disney Research Zürich
Fabian Hahn
Disney Research Zürich
Derek Bradley
Disney Research Zürich
Bernd Bickel
Disney Research Zürich
Paul Beardsley
Disney Research Zürich
Craig Gotsman
Technion-Israel Institute of Technology
Robert W. Sumner
Disney Research Zürich
Markus Gross
Disney Research Zürich
Frame-Based Elastic Models
A new type of deformable model that combines the realism of physically based models and the usability of frame-based skinning methods. The degrees of freedom are coordinate frames. Viscoelastic forces are computed based on continuous media mechanics applied to the smoothly deformed volume.
Benjamin Gilles
The University of British Columbia, INRIA
Guillaume Bousquet
Université de Grenoble, LJK, INRIA
François Faure
Université de Grenoble, LJK, INRIA
Dinesh Pai
The University of British Columbia
OverCoat: An Implicit Canvas for 3D Painting
OverCoat is a 3D painting system that allows the user to treat the full 3D space as a canvas. Paint strokes applied in 2D are embedded in a 3D scalar field that is shaped by proxy geometry, and rendered such that the result always looks like a 2D digital painting.
Johannes Schmid
ETH Zürich, Disney Research Zürich
Martin Sebastian Senn
ETH Zürich, Disney Research Zürich
Markus Gross
ETH Zürich, Disney Research Zürich
Robert Sumner
Disney Research Zürich
Discrete Laplacians on General Polygonal Meshes
A principled approach for constructing geometric discrete Laplacians on surfaces with arbitrary polygonal faces, encompassing non-planar and non-convex polygons.
Marc Alexa
Technische Universität Berlin
Max Wardetzky
Universität Göttingen
Efficient Elasticity for Character Skinning With Contact and Collisions
A new and efficient algorithm for skinning skeleton-driven physically based elasticity. The algorithm and implementation are designed for efficiency with parallelism, matrix-free solvers, and branch-free vectorized and multi-threaded SVD computation. The paper demonstrates the system on real-world examples with contact and collisions.
Aleka McAdams
University of California, Los Angeles and Walt Disney Animation Studios
Yongning Zhu
PDI/DreamWorks
Andrew Selle
Walt Disney Animation Studios
Mark Empey
Walt Disney Animation Studios
Rasmus Tamstorf
Walt Disney Animation Studios
Joseph Teran
University of California, Los Angeles and Walt Disney Animation Studios
Eftychios Sifakis
University of Wisconsin-Madison and Walt Disney Animation Studios
Edge-Aware Color Appearance
The effect of edge smoothness on color has not been studied in color-appearance modeling. This paper examines the appearance of color under different degrees of edge smoothness, confirms that color appearance changes with increased smoothness, and demonstrates an appropriate appearance model.
Min H. Kim
Yale University
Tobias Ritschel
École d'Ingénieurs Télécom ParisTech
Jan Kautz
University College London
Motion Capture From Body-Mounted Cameras
A wearable motion capture system that uses mounted cameras in natural environments.
Takaaki Shiratori
Disney Research Pittsburgh
Hyun Soo Park
Carnegie Mellon University
Leonid Sigal
Disney Research Pittsburgh
Yaser Sheikh
Carnegie Mellon University
Jessica Hodgins
Carnegie Mellon University and Disney Research Pittsburgh
Pocket Reflectometry
A simple, fast solution for reflectance acquisition with a BRDF chart, a linear light source, and a video camera on a mobile phone. Convincing svBRDF results are obtained after less than 30 seconds of data capture in casual environments.
Peiran Ren
Tsinghua University
Jiaping Wang
Microsoft Research Asia
John Snyder
Microsoft Research
Xin Tong
Microsoft Research Asia
Baining Guo
Microsoft Research Asia
Articulated Swimming Creatures
A general approach to creating realistic swimming behavior for a given articulated creature body, which includes creature/fluid simulation and swimming gait optimization. For a wide variety of aquatic creatures with different body shapes, the resulting motion matches that of real-world animals.
Jie Tan
Georgia Institute of Technology
Yuting Gu
Georgia Institute of Technology
Greg Turk
Georgia Institute of Technology
Karen Liu
Georgia Institute of Technology
Image-Guided Weathering: A New Approach Applied to Flow Phenomena
With this new technique, weathering data can be extracted from photographs of real scenes and applied to generate similar weathering appearance in new environments. Stains produced by fluid flow illustrate a representative case.
Carles Bosch
REVES/INRIA Sophia Antipolis
Pierre-Yves Laffont
REVES/INRIA Sophia Antipolis
Holly Rushmeier
Yale University
Julie Dorsey
Yale University
George Drettakis
REVES/INRIA Sophia Antipolis
Perceptually Based Tone Mapping for Low Light Conditions
A perceptually based algorithm for modeling the color shift that occurs for human viewers in low-light scenes. Known as the Purkinje effect, this color shift occurs as the eye transitions from photopic, cone-mediated vision in well-lit scenes to scotopic, rod-mediated vision in dark scenes.
Adam Kirk
University of California, Berkeley
James O'Brien
University of California, Berkeley
Probabilistic Reasoning for Assembly-Based 3D Modeling
A probabilistic model of shape structure that encodes semantic and geometric relationships among shape components. The model is trained on a shape database and is used to present relevant components during interactive 3D modeling.
Siddhartha Chaudhuri
Stanford University
Evangelos Kalogerakis
Stanford University
Leonidas Guibas
Stanford University
Vladlen Koltun
Stanford University
Subspace Video Stabilization
A robust and efficient approach to video stabilization that achieves high-quality camera motion for a wide range of videos and is sufficiently practical for consumer applications.
Feng Liu
Portland State University
Michael Gleicher
University of Wisconsin-Madison
Jue Wang
Adobe Systems Incorporated
Hailin Jin
Adobe Systems Incorporated
Aseem Agarwala
Adobe Systems Incorporated
Progressive Photon Mapping: A Probabilistic Approach
A novel formulation of progressive photon mapping based on a probabilistic derivation. Unlike the original progressive photon-mapping algorithm, this method does not require maintenance of local photon statistics. It extends progressive photon mapping to arbitrary kernels and includes stochastic ray tracing and volumetric photon mapping.
Claude Knaus
Universität Bern
Matthias Zwicker
Universität Bern
Interactive Furniture Layout Using Interior Design Guidelines
An interactive furniture layout system that assists users by suggesting furniture arrangements based on interior design guidelines. Results demonstrate that the suggestion-generation functionality measurably increases the quality of furniture arrangements produced by participants with no prior training in interior design.
Paul Merrell
Stanford University
Eric Schkufza
Stanford University
Zeyang Li
Stanford University
Maneesh Agrawala
University of California, Berkeley
Vladlen Koltun
Stanford University
LR: Compact Connectivity Representation for Triangle Meshes
LR is a compact data structure for representing the connectivity of manifold triangle meshes. It supports constant-time incidence and adjacency queries while storing only one integer reference per triangle. Its greedy, linear-time construction involves ordering the vertices along a nearly Hamiltonian cycle.
Topraj Gurung
Georgia Institute of Technology
Mark Luffel
Georgia Institute of Technology
Peter Lindstrom
Lawrence Livermore National Laboratory
Jarek Rossignac
Georgia Institute of Technology
Temporal Light Field Reconstruction for Rendering Distribution Effects
In this paper, a method for reconstructing high-quality images from sparse stochastic samples is applied to simultaneous motion blur, depth of field, and soft shadows.
Jaakko Lehtinen
NVIDIA Research
Timo Aila
NVIDIA Research
Jiawen Chen
MIT CSAIL
Samuli Laine
NVIDIA Research
Frédo Durand
MIT CSAIL
Layered 3D: Tomographic Image Synthesis for Attenuation-Based Light Field and High Dynamic Range Displays
This method optimizes auto-multiscopic displays composed of compact volumes of light-attenuating material. Inexpensively fabricated by stacking transparencies, the attenuators recreate a light field when illuminated by a backlight. Tomographic optimization resolves inconsistencies between views, leading to brighter, higher-resolution 3D displays with extended depth of field and improved dynamic range.
Gordon Wetzstein
The University of British Columbia
Douglas Lanman
MIT Media Lab
Wolfgang Heidrich
The University of British Columbia
Ramesh Raskar
MIT Media Lab
Spark: Modular, Composable Shaders for Graphics Hardware
Spark improves on current real-time shading languages by supporting better software development practices. It allows the logical features of a real-time shader to be expressed as independent, composable modules, even where a feature cross-cuts multiple stages of the rendering pipeline.
Tim Foley
Intel Corporation and Stanford University
Pat Hanrahan
Stanford University
Differential Domain Analysis for Non-Uniform Sampling
Existing spatial and spectral methods for analyzing sample distributions are restricted to uniform domains. This paper presents differential domain analysis for general non-uniform scenarios including adaptive, anisotropic, and surface sampling, by reformulating standard Fourier analysis that depends on sample locations into an equivalent form that depends on only location differentials.
Li-Yi Wei
Microsoft Research
Rui Wang
University of Massachusetts Amherst
Biharmonic Distance
A new distance measure on manifolds based on the biharmonic differential operator that provides a nice trade-off between nearly geodesic distances for small distances and global shape-awareness for large distances.
Yaron Lipman
Princeton University
Raif Rustamov
Drew University
Thomas Funkhouser
Princeton University
Matting and Compositing of Transparent and Refractive Objects
This image-based model for matting and compositing transparent and refractive objects from single images encodes plausible refractive properties of a transparent object and its observed specularities and transmissive properties. The method simulates compound compositing, Fresnel effect, scene depth, and caustic shadows from the extracted model.
Sai-Kit Yeung
University of California, Los Angeles and Hong Kong University of Science and Technology
Chi-Keung Tang
Hong Kong University of Science and Technology
Michael Brown
National University of Singapore
Sing Bing Kang
Microsoft Research
Domain Transform for Edge-Aware Image and Video Processing
A new approach for performing high-quality edge-preserving filtering of images and videos in real time.
Eduardo S.L. Gastal
Universidade Federal do Rio Grande do Sul
Manuel M. Oliveira
Universidade Federal do Rio Grande do Sul
An Efficient Scheme for Curve and Surface Construction Based on a Set of Interpolatory Basis Functions
By interpolating basis functions built on the Sinc function with a Guassian multiplier, this technique constructs freeform interpolatory curves and surfaces through scattered data points.
Renjiang Zhang
Zhejiang Gongshang University
Weiyin Ma
City University of Hong Kong
Texture-Lobes for Tree Modeling
In this lobe-based tree representation for modeling trees, the tree’s foliage is abstracted into compact canonical geometry structures, called lobe-textures. The method introduces techniques to encode a given tree as lobe-based representation and decode the representation and synthesize a fully detailed tree model.
Yotam Livny
Shenzhen Institute of Advanced Technology
Soeren Pirk
Universität Konstanz
Zhanglin Cheng
Shenzhen Institute of Advanced Technology
Feilong Yan
Shenzhen Institute of Advanced Technology
Oliver Deussen
Universität Konstanz
Daniel Cohen-Or
Tel-Aviv University
Baoquan Chen
Shenzhen Institute of Advanced Technology
Depixelizing Pixel Art
A novel algorithm for extracting a resolution-independent vector representation from small pixel art images, which enables magnifying the results by an arbitrary amount without image degradation. Pixel-scale features are resolved and converted into regions with smoothly varying shading that are crisply separated by piecewise-smooth contour curves.
Johannes Kopf
Microsoft Research Redmond
Dani Lischinski
The Hebrew University
A PML-Based Nonreflective Boundary for Free Surface Fluid Animation
This paper presents a method for achieving non-reflecting boundaries when animating free surface fluids. The boundaries are based on the perfectly matched layer (PML) approach and are intended to allow localized high-quality simulations of large fluid domains such as oceans.
Andreas Söderström
Linköpings universitet
Matts Karlsson
Linköpings universitet
Ken Museth
DreamWorks Animation
Solid Simulation With Oriented Particles
Using particles with orientation enables simulation of rigid, plastic, and soft bodies as well as one-, two-, and three-dimensional structures with only a few simulation nodes. In addition, the system uses orientation information to robustly skin visual meshes and increase the accuracy of the particle-based collision volume.
Matthias Müller-Fischer
NVIDIA PhysX Research
Nuttapong Chentanez
NVIDIA PhysX Research
Interactive Region-Based Linear 3D Face Models
A linear face modelling approach that generalizes better to unseen data and allows click-and-drag interaction for animation. The model consists of a collection of linear submodels independently trained but related through shared boundaries. It is demonstrated on dense-face motion capture data.
J. Rafael Tena
Disney Research Pittsburgh
Fernando De la Torre
Carnegie Mellon University
Iain Matthews
Disney Research Pittsburgh
Example-Based Elastic Materials
This example-based approach for simulating complex elastic material behavior constructs an example manifold that acts as an additional elastic attractor and guides the object toward preferred shapes. It allows implementation of inhomogeneous and anisotropic materials in a direct and intuitive way.
Sebastian Martin
ETH Zürich
Bernhard Thomaszewski
Disney Research Zürich and ETH Zürich
Eitan Grinspun
Columbia University
Markus Gross
Disney Research Zürich and ETH Zürich
A Programmable System for Artistic Volumetric Lighting
Designing and shading volumetric effects in feature-films is a difficult problem. This system, modeled after the way expert artists think about participating media, allows for intuitive control and authoring of both physically accurate and non-physical, artistic volumetric effects.
Derek Nowrouzezahrai
Disney Research Zürich
Jared Johnson
Walt Disney Animation Studios
Andrew Selle
Walt Disney Animation Studios
Dylan Lacewell
Walt Disney Animation Studios
Michael Kaschalk
Walt Disney Animation Studios
Wojciech Jarosz
Disney Research Zürich
HOT: Hodge-Optimized Triangulations
Introducing Hodge-optimized triangulations (HOT), a family of well-shaped primal-dual pairs of complexes designed for fast and accurate computations in computer graphics.
Patrick Mullen
California Institute of Technology
Pooran Memari
California Institute of Technology
Fernando De Goes
California Institute of Technology
Mathieu Desbrun
California Institute of Technology
Toward High-Quality Modal Contact Sound
This asynchronous mode-level-adaptive integrator with modified staggered projections synthesizes realistic multibody contact sounds. It resolves modal vibrations in both collision and frictional contact processing stages, thereby enabling non-rigid sound phenomena such as micro-collisions, vibrational energy exchange, and contact damping.
Changxi Zheng
Cornell University
Doug James
Cornell University
Example-Based Image Color and Tone Style Enhancement
An example-based method for image color and tone-style enhancement that has been successfully applied in two scenarios: cell phone photo enhancement by transferring the style of a high-end camera and photo enhancement using styles learned from photographers.
Baoyuan Wang
Zhejiang University
Yizhou Yu
University of Illinois at Urbana-Champaign
Ying-Qing Xu
Microsoft Research Asia
Motion Reconstruction Using Sparse Accelerometer Data
A novel framework for generating full-body animations controlled by only four 3D accelerometers that are attached to the extremities of a human actor. This approach relies on a knowledge base that consists of a large number of motion clips obtained from marker-based motion capturing.
Jochen Tautges
Rheinische Friedrich-Wilhelms-Universität Bonn
Arno Zinke
GfaR mbH
Björn Krüger
Rheinische Friedrich-Wilhelms-Universität Bonn
Jan Baumann
Rheinische Friedrich-Wilhelms-Universität Bonn
Andreas Weber
Rheinische Friedrich-Wilhelms-Universität Bonn
Thomas Helten
Universität des Saarlandes und Max-Planck-Institut für Informatik
Meinard Müller
Universität des Saarlandes und Max-Planck-Institut für Informatik
Hans-Peter Seidel
Universität des Saarlandes und Max-Planck-Institut für Informatik
Bernd Eberhardt
Hochschule der Medien Stuttgart
Microgeometry Capture Using an Elastomeric Sensor
This paper describes a system for measuring microscopic surface geometry using an elastomeric sensor and a single camera. The system is not affected by the optical characteristics of the surface and can be configured as a portable device. Results from a variety of real-world materials are presented.
Micah Johnson
Massachusetts Institute of Technology
Forrester Cole
Massachusetts Institute of Technology
Alvin Raj
Massachusetts Institute of Technology
Edward Adelson
Massachusetts Institute of Technology
Locomotion Skills for Simulated Quadrupeds
This paper presents a large number of integrated locomotion skills for real-time physics-based quadrupeds. These skills include walk, trot, pace, canter, gallop, sit, lie-down, get-up, and parameterized leaps over barriers, across gaps, and onto platforms. The simulated motions are compared to known data for a dog.
Stelian Coros
University of British Columbia
Andrej Karpathy
University of British Columbia
Ben Jones
University of British Columbia
Lionel Reveret
INRIA
Michiel van de Panne
University of British Columbia
Exploring Photobios
A method for generating face animations from large image collections of the same person, by computing an optimized, aligned subsequence. This approach is the basis for the Picasa's Face Movies feature. A key contribution of this paper is proving why the cross dissolve produces a strong motion effect.
Ira Kemelmacher-Shlizerman
University of Washington
Eli Shechtman
Adobe Systems Incorporated
Rahul Garg
University of Washington
Steven M. Seitz
University of Washington
Illumination Decomposition for Material Recoloring With Consistent Interreflections
Changing the color of an object is a basic image-editing operation, but a high-quality result must also preserve natural shading. This approach decomposes illumination into direct lighting and indirect illumination from individual materials to consistently modify material colors and their associated interreflections.
Robert Carroll
University of California, Berkeley
Ravi Ramamoorthi
University of California, Berkeley
Maneesh Agrawala
University of California, Berkeley
Shape Google: Geometric Words and Expressions for Invariant Shape Retrieval
Using heat diffusion kernels as "geometric words", this technique employs the "bag of features" paradigm to construct invariant shape descriptors. The descriptors provide state-of-the-art results on large-scale shape retrieval benchmarks.
Michael Bronstein
University of Lugano
Alexander Bronstein
Tel Aviv University
Leonidas Guibas
Stanford University
Maks Ovsjanikov
Stanford University
Tonal Stabilization of Video
This paper presents a method for reducing undesirable tonal fluctuations in video: minute changes in tonal characteristics, such as exposure, color temperature, brightness, and contrast in a sequence of frames. These distracting fluctuations are typically caused by the camera's automatic setting adjustment.
Zeev Farbman
The Hebrew University
Dani Lischinski
The Hebrew University
Cache-Oblivious Ray Reordering
A novel heuristic ray-reordering method for incoherent secondary rays. Its benefits are demonstrated in two stochastic rendering methods and different cache levels.
Bochang Moon
Korea Advanced Institute of Science and Technology
Yongyoung Byun
Korea Advanced Institute of Science and Technology
Tae-Joon Kim
Korea Advanced Institute of Science and Technology
Pio Claudio
Korea Advanced Institute of Science and Technology
Hye-sun Kim
Electronics and Telecommunications Research Institute
Yun-ji Ban
Electronics and Telecommunications Research Institute
Seung Woo Nam
Electronics and Telecommunications Research Institute
Sung-eui Yoon
Korea Advanced Institute of Science and Technology
Interactive Architectural Modeling With Procedural Extrusions
Procedural extrusion is a new, easy-to-use tool that combines arbitrary plans and profiles to create a wide range of architectural forms. This paper demonstrates the technique's application to procedural modeling of cityscapes.
Tom Kelly
University of Glasgow
Peter Wonka
Arizona State University
On the Velocity of an Implicit Surface
Previously, only the normal component of the surface was known. This method of deriving a formula for the velocity of a time-evolving implicit surface applies the normal component to the problem of tracking particles on the surface and the problem of motion-blurring implicit surfaces.
Jos Stam
Autodesk, Inc.
Ryan Schmidt
Autodesk, Inc.
The Area Perspective Transform: A Homogeneous Transform for Efficient In-Volume Queries
This paper introduces a homogeneous transform that reduces the computation required to determine the set of points or primitives inside a tetrahedral volume. It describes how application of this transform can improve the efficiency of soft shadows and defocus blur computations.
Warren Hunt
Intel Corporation
Gregory Johnson
University of Texas at Austin and Intel Corporation
A Perceptual Model for Disparity
This paper summarizes a psychophysical experiment to determine human sensitivity to binocular disparity on modern 3D stereo equipment. The obtained data were used to formulate a model of perceived disparity that lays the foundations for effective disparity compression, retargeting, personalized stereo, hybrid stereo images, and a perceived disparity-difference metric.
Piotr Didyk
Max-Planck-Institut für Informatik
Tobias Ritschel
École d'Ingénieurs Télécom ParisTech, CNRS, and Intel Visual Computing Lab
Elmar Eisemann
École d'Ingénieurs Télécom ParisTech, CNRS, and Intel Visual Computing Lab
Karol Myszkowski
Max-Planck-Institut für Informatik
Hans-Peter Seidel
Max-Planck-Institut für Informatik
Physically Based Real-Time Lens Flare Rendering
An efficient method to render lens flare of complex optical systems. Based on a combination of traditional ray tracing and rasterization, our technique captures the intricate dynamics of real flare phenomena, while spanning a continuum between accuracy and performance, physical realism and artistic expression.
Matthias Hullin
Max-Planck-Institut für Informatik
Elmar Eisemann
École d'Ingénieurs Télécom ParisTech
Hans-Peter Seidel
Max-Planck-Institut für Informatik
Sungkil Lee
Sungkyunkwan University
Filtering Solid Gabor Noise
Existing noise functions either introduce discontinuities of the solid noise at sharp edges (wavelet noise, Gabor noise) or result in detail loss when anti-aliased (Perlin noise, wavelet noise). This paper presents a new noise function that preserves continuity over sharp edges and supports high-quality anti-aliasing.
Ares Lagae
Katholieke Universiteit Leuven and REVES/INRIA Sophia-Antipolis
George Drettakis
REVES/INRIA Sophia-Antipolis
Photo-Inspired Model-Driven 3D Object Modeling
An algorithm for photo-inspired creative 3D modeling where the user draws inspiration from a single photograph and the modeling process is supported by an available set of candidate objects.
Kai Xu
National University of Defense Technology and Simon Fraser University
Hanlin Zheng
Zhejiang University
Richard (Hao) Zhang
Simon Fraser University
Daniel Cohen-Or
Tel Aviv University
Ligang Liu
Zhejiang University
Yueshan Xiong
National University of Defense Technology
Nonlinear Revision Control for Images
A nonlinear revision-control system for images that supports review, diff, addition, branching, merging, and conflict resolving, and facilitates artistic creation in common image editing and digital sketching tasks. The core idea is a DAG structure that represents the spatial, temporal, and semantic relationships between operations.
Hsiang-Ting Chen
National Tsing Hua University
Li-Yi Wei
Microsoft Research
Chun-Fa Chang
National Taiwan Normal University
Non-Rigid Dense Correspondence With Applications for Image Enhancement
A new efficient method for joint recovery of both reliable local dense correspondences and a global parametric color transformation model between two images. The paper demonstrates several applications of this method for automatic example-based enhancement of photographs that share some content.
Yoav Hacohen
The Hebrew University
Eli Shechtman
Adobe Systems Incorporated
Dan Goldman
Adobe Systems Incorporated
Dani Lischinski
The Hebrew University
ℓ1-Sparse Reconstruction of Sharp Point Set Surfaces
With this ℓ1-sparse reconstruction of piecewise smooth objects, common objects can be characterized by a small number of features that introduce sparsity into the model. The reconstruction gives rise to shapes that consist mainly of smooth modes, with the objective function residual concentrated near sharp features.
Haim Avron
Tel-Aviv University, IBM T.J. Watson Research Center
Andrei Sharf
Ben Gurion University
Chen Greif
The University of British Columbia
Daniel Cohen-Or
Tel-Aviv University
Digital Micrography
An algorithm for creating micrography images, or micrograms, a special type of calligram that utilizes miniscule text. Traditional micrograms represent images using readable meaningful text and require both artistic skills and a lot of manual work. This computerized digital micrography design tool simplifies the process.
Ron Maharik
The University of British Columbia
Mikhail Bessmeltsev
The University of British Columbia
Alla Sheffer
The University of British Columbia and INRIA Rhône-Alpes
Ariel Shamir
Interdisciplinary Center (IDC) Herzliya
Nathan Carr
Adobe Systems Incorporated
Guide Shapes for High-Resolution Naturalistic Liquid Simulation
To efficiently obtain natural-looking liquid simulations subject to art direction, this method processes approved low-resolution geometry into a "guide shape" just below the liquid surface. The final high-resolution simulation runs just a surface layer constrained by the guide, with benefits for both speed and control.
Michael Nielsen
Weta Digital Ltd
Robert Bridson
University of British Columbia and Weta Digital Ltd
Physics-Inspired Upsampling for Cloth Simulation in Games
With this method for learning linear upsampling operators in physically based cloth simulation, coarse meshes are enriched with mid-scale details in minimal time and memory budgets, as required in computer games.
Ladislav Kavan
Disney Interactive Studios
Daniel Gerszewski
University of Utah
Adam Bargteil
University of Utah
Peter-Pike Sloan
Disney Interactive Studios
Real-Time Performance-Based Facial Animation
This paper presents a system for performance-based character animation that enables any user to control the facial expressions of a digital avatar in real-time using a non-intrusive, commercially available 3D sensor.
Thibaut Weise
École Polytechnique Fédérale de Lausanne
Sofien Bouaziz
École Polytechnique Fédérale de Lausanne
Hao Li
École Polytechnique Fédérale de Lausanne
Mark Pauly
École Polytechnique Fédérale de Lausanne
Sparse Meshless Models of Complex Deformable Solids
A new method to physically simulate the deformation of objects with heterogeneous material properties and complex geometries using a small number of moving frames.
François Faure
Grenoble Universités, INRIA, LJK-CNRS
Benjamin Gilles
Tecnalia, INRIA, LJK-CNRS
Guillaume Bousquet
Grenoble Universités, INRIA, LJK-CNRS
Dinesh K. Pai
The University of British Columbia
Coherent Noise for Non-Photorealistic Rendering
This noise function suitable for non-photorealistic rendering creates random variation that moves with the objects in a scene.
Michael Kass
Pixar Animation Studios
Davide Pesare
Pixar Animation Studios
Spin Transformations of Discrete Surfaces
This paper introduces a new method for computing conformal maps directly between triangle meshes in R^3. Conformal maps are desirable because they preserve texture fidelity and the quality of the mesh itself. The method is simple and can be used to efficiently edit surfaces by manipulating curvature and boundary data.
Keenan Crane
California Institute of Technology
Ulrich Pinkall
Technische Universität Berlin
Peter Schröder
California Institute of Technology
A Nonsmooth Newton Solver for Capturing Exact Coulomb Friction in Fiber Assemblies
This paper focuses on the challenging problem of simulating frictional contact between thin elastic rods. Following the seminal work by Alart and Curnier in contact mechanics, this work simultaneously models contact and exact Coulomb friction as a root-finding problem that can be simply solved using a nonsmooth Newton algorithm.
Florence Bertails-Descoubes
INRIA
Florent Cadoux
INRIA
Gilles Daviet
INRIA
Vincent Acary
INRIA
Switchable Primaries Using Shiftable Layers of Color Filter Arrays
This paper presents a camera with switchable primaries (RGB, CMY and RGBCMY) using shiftable layers of color filter arrays. The system provides a new degree of photographic freedom in which multiple operational modes are available for optimizing the picture quality based on the nature of the scene, color, and illumination.
Behzad Sajadi
University of California, Irvine
Aditi Majumder
University of California, Irvine
Kazuhiro Hiwada
MIT Media Lab
Atsuto Maki
Toshiba Research Europe, Ltd.
Ramesh Raskar
MIT Media Lab
Video-Based Characters: Creating New Human Performances From a Multi-View Video Database
This paper presents a new data-driven approach for image-based synthesis of realistic video animations containing user-defined human motions seen from user-defined camera views.
Feng Xu
Tsinghua University
Yebin Liu
Max-Planck-Institut für Informatik
Carsten Stoll
Max-Planck-Institut für Informatik
James Tompkin
University College London
Gaurav Bharaj
Max-Planck-Institut für Informatik
QiongHai Dai
Tsinghua University
Hans-Peter Seidel
Max-Planck-Institut für Informatik
Jan Kautz
University College London
Christian Theobalt
Max-Planck-Institut für Informatik
CATRA: Interactive Measuring and Modeling of Cataracts
A novel interactive method to assess cataracts in the human eye by crafting an optical solution that measures the perceptual impact of forward scattering on the foveal region. The method goes beyond traditional evaluation procedures by computing maps for opacity, attenuation, contrast, and point-spread function of cataracts.
Vitor F. Pamplona
MIT Media Lab and Universidade Federal do Rio Grande do Sul
Erick B. Passos
MIT Media Lab and Universidade Federal Fluminense
Jan Zizka
MIT Media Lab and Comenius University
Manuel M. Oliveira
Universidade Federal do Rio Grande do Sul
Matthew Everett Lawson
MIT Media Lab
Esteban Clua
Universidade Federal Fluminense
Ramesh Raskar
MIT Media Lab
Discrete Element Textures
A data-driven method for synthesizing phenomena characterized by repetitive discrete elements, such as a stack of fresh produce, a plate of noodles, or a mosaic pattern. The method is general and easy to use, requiring only a small input exemplar and a coarse output domain.
Chongyang Ma
Tsinghua University and Microsoft Research Asia
Li-Yi Wei
Microsoft Research
Xin Tong
Microsoft Research Asia
Metropolis Procedural Modeling
This paper brings artistic control to grammar-based procedural models via Markov-chain Monte Carlo inference. Given a grammar and a high-level specification, the algorithm computes a production from the grammar that conforms to the specification. The method is demonstrated on models of trees, cities, buildings, and Mondrian paintings.
Jerry Talton
Stanford University
Yu Lou
Stanford University
Steve Lesser
Stanford University
Jared Duke
Stanford University
Radomir Mech
Adobe Systems Incorporated
Vladlen Koltun
Stanford University
Animating Fire With Sound
A technique for synthesizing synchronized sounds for physically based fire animations. A hybrid method simulates low-frequency flame sounds using a physics-based approach, and then uses bandwidth extension and sound-texture synthesis to synthesize fiery high-frequency details.
Jeffrey Chadwick
Cornell University
Doug James
Cornell University
Large-Scale Dynamic Simulation of Highly Constrained Strands
A new framework for the simulation of constrained strands, which combines Lagrangian and Eulerian approaches. The two contributions are the reduced node, whose degrees of freedom precisely match the constraint, and the Eulerian node, which allows constraint handling that is independent of the initial discretization of the strand.
Shinjiro Sueda
The University of British Columbia
Garrett L. Jones
The University of British Columbia
David I. W. Levin
The University of British Columbia
Dinesh K. Pai
The University of British Columbia
Composite Control of Physically Simulated Characters
This approach to constructing composite controllers that track multiple trajectories in parallel generates both high-quality animations and natural responses to certain disturbances.
Uldarico Muico
University of Washington
Jovan Popović
Abobe Systems Incorporated
Zoran Popović
University of Washington
Character Animation in Two-Player Adversarial Games
This paper describes how game theory can be used to automatically create intelligent real-time controllers for characters engaged in a competitive game. These controllers employ long-term planning, display an intelligent use of randomness, and exhibit nuanced strategies based on unpredictability, such as feints and misdirection moves.
Kevin Wample
University of Washington
Erik Andersen
University of Washington
Evan Herbst
University of Washington
Yongjoon Lee
University of Washington
Zoran Popović
University of Washington
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