The 38th International Conference And Exhibition on Computer Graphics and Interactive Techniques

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