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top of pageABSTRACT

We describe a hardware and software system for digitizing the shape and color of large fragile objects under non-laboratory conditions. Our system employs laser triangulation rangefinders, laser time-of-flight rangefinders, digital still cameras, and a suite of software for acquiring, aligning, merging, and viewing scanned data. As a demonstration of this system, we digitized 10 statues by Michelangelo, including the well-known figure of David, two building interiors, and all 1,163 extant fragments of the Forma Urbis Romae, a giant marble map of ancient Rome. Our largest single dataset is of the David - 2 billion polygons and 7,000 color images. In this paper, we discuss the challenges we faced in building this system, the solutions we employed, and the lessons we learned. We focus in particular on the unusual design of our laser triangulation scanner and on the algorithms and software we developed for handling very large scanned models.
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top of pageAUTHORS



Author image not provided  Marc Levoy

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Publication years1977-2015
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Author image not provided  Kari Pulli

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Publication years1996-2014
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Author image not provided  Brian Curless

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Publication years1995-2014
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Author image not provided  Szymon Rusinkiewicz

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Publication years2000-2016
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Author image not provided  David Koller

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Author image not provided  Lucas Pereira

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Publication years1997-2000
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Author image not provided  Matt Ginzton

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Author image not provided  Sean Anderson

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Publication years1994-2002
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Author image not provided  James Davis

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Author image not provided  Jeremy Ginsberg

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Author image not provided  Jonathan Shade

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Author image not provided  Duane Fulk

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top of pageREFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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top of pageCITED BY

375 Citations

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

top of pageINDEX TERMS

The ACM Computing Classification System (CCS rev.2012)

Note: Larger/Darker text within each node indicates a higher relevance of the materials to the taxonomic classification.

top of pagePUBLICATION

Title SIGGRAPH '00 Proceedings of the 27th annual conference on Computer graphics and interactive techniques table of contents
Chairmen Judith R. Brown Coralville, IA
Kurt Akeley
Pages 131-144
Publication Date2000-07-01 (yyyy-mm-dd)
Sponsor SIGGRAPH ACM Special Interest Group on Computer Graphics and Interactive Techniques
PublisherACM Press/Addison-Wesley Publishing Co. New York, NY, USA ©2000
ISBN: 1-58113-208-5 doi>10.1145/344779.344849
Conference GRAPHInternational Conference on Computer Graphics and Interactive Techniques GRAPH logo
Paper Acceptance Rate 59 of 304 submissions, 19%
Overall Acceptance Rate 1,822 of 8,601 submissions, 21%
Year Submitted Accepted Rate
SIGGRAPH '78 120 64 53%
SIGGRAPH '79 110 43 39%
SIGGRAPH '80 140 52 37%
SIGGRAPH '81 132 38 29%
SIGGRAPH '84 118 41 35%
SIGGRAPH '85 175 35 20%
SIGGRAPH '87 140 33 24%
SIGGRAPH '88 161 34 21%
SIGGRAPH '89 190 38 20%
SIGGRAPH '90 210 43 20%
SIGGRAPH '92 213 45 21%
SIGGRAPH '93 225 46 20%
SIGGRAPH '94 242 57 24%
SIGGRAPH '95 257 56 22%
SIGGRAPH '96 247 52 21%
SIGGRAPH '97 265 48 18%
SIGGRAPH '98 303 45 15%
SIGGRAPH '99 320 52 16%
SIGGRAPH '00 304 59 19%
SIGGRAPH '01 300 65 22%
SIGGRAPH '02 358 67 19%
SIGGRAPH '03 424 81 19%
SIGGRAPH '04 478 83 17%
SIGGRAPH '05 461 98 21%
SIGGRAPH '06 474 86 18%
SIGGRAPH '07 455 108 24%
SIGGRAPH '08 518 90 17%
SIGGRAPH '09 439 78 18%
SIGGRAPH '10 390 103 26%
SIGGRAPH '11 432 82 19%
Overall 8,601 1,822 21%

APPEARS IN
Interaction
Software

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top of pageTable of Contents

Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Table of Contents
Computer-generated pen-and-ink illustration of trees
Oliver Deussen, Thomas Strothotte
Pages: 13-18
doi>10.1145/344779.344792
Full text: PDFPDF

We present a method for automatically rendering pen-and-ink illustrations of trees. A given 3-d tree model is illustrated by the tree skeleton and a visual representation of the foliage using abstract drawing primitives. Depth discontinuities are used ...
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A simple, efficient method for realistic animation of clouds
Yoshinori Dobashi, Kazufumi Kaneda, Hideo Yamashita, Tsuyoshi Okita, Tomoyuki Nishita
Pages: 19-28
doi>10.1145/344779.344795
Full text: PDFPDF

This paper proposes a simple and computationally inexpensive method for animation of clouds. The cloud evolution is simulated using cellular automaton that simplifies the dynamics of cloud formation. The dynamics are expressed by several simple transition ...
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Animating explosions
Gary D. Yngve, James F. O'Brien, Jessica K. Hodgins
Pages: 29-36
doi>10.1145/344779.344801
Full text: PDFPDF

In this paper, we introduce techniques for animating explosions and their effects. The primary effect of an explosion is a disturbance that causes a shock wave to propagate through the surrounding medium. The disturbance determines the behavior of nearly ...
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Computer modelling of fallen snow
Paul Fearing
Pages: 37-46
doi>10.1145/344779.344809
Full text: PDFPDF

In this paper, we present a new model of snow accumulation and stability for computer graphics. Our contribution is divided into two major components, each essential for modelling the appearance of a thick layer of snowfall on the ground. Our accumulation ...
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Time-dependent visual adaptation for fast realistic image display
Sumanta N. Pattanaik, Jack Tumblin, Hector Yee, Donald P. Greenberg
Pages: 47-54
doi>10.1145/344779.344810
Full text: PDFPDF

Human vision takes time to adapt to large changes in scene intensity, and these transient adjustments have a profound effect on visual appearance. This paper offers a new operator to include these appearance changes in animations or interactive real-time ...
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Toward a psychophysically-based light reflection model for image synthesis
Fabio Pellacini, James A. Ferwerda, Donald P. Greenberg
Pages: 55-64
doi>10.1145/344779.344812
Full text: PDFPDF

In this paper we introduce a new light reflection model for image synthesis based on experimental studies of surface gloss perception. To develop the model, we've conducted two experiments that explore the relationships between the physical parameters ...
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A microfacet-based BRDF generator
Michael Ashikmin, Simon Premože, Peter Shirley
Pages: 65-74
doi>10.1145/344779.344814
Full text: PDFPDF

A method is presented that takes as an input a 2D microfacet orientation distribution and produces a 4D bidirectional reflectance distribution function (BRDF). This method differs from previous microfacet-based BRDF models in that it uses a simple shadowing ...
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Monte Carlo evaluation of non-linear scattering equations for subsurface reflection
Matt Pharr, Pat Hanrahan
Pages: 75-84
doi>10.1145/344779.344824
Full text: PDFPDF

We describe a new mathematical framework for solving a wide variety of rendering problems based on a non-linear integral scattering equation. This framework treats the scattering functions of complex aggregate objects as first-class rendering primitives; ...
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Displaced subdivision surfaces
Aaron Lee, Henry Moreton, Hugues Hoppe
Pages: 85-94
doi>10.1145/344779.344829
Full text: PDFPDF

In this paper we introduce a new surface representing, the displaced subdivision surface. It represents a detailed surface model as a scalar-valued displacement over a smooth domain surface. Our representation defines both the domain ...
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Normal meshes
Igor Guskov, Kiril Vidimče, Wim Sweldens, Peter Schröder
Pages: 95-102
doi>10.1145/344779.344831
Full text: PDFPDF

Normal meshes are new fundamental surface descriptions inspired by differential geometry. A normal mesh is a multiresolution mesh where each level can be written as a normal offset from a coarser version. Hence the mesh can be stored with a single float ...
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√3-subdivision
Leif Kobbelt
Pages: 103-112
doi>10.1145/344779.344835
Full text: PDFPDF

A new stationary subdivision scheme is presented which performs slower topological refinement than the usual dyadic split operation. The number of triangles increases in every step by a factor of 3 instead of 4. Applying the subdivision ...
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Piecewise smooth subdivision surfaces with normal control
Henning Biermann, Adi Levin, Denis Zorin
Pages: 113-120
doi>10.1145/344779.344841
Full text: PDFPDF

In this paper we introduce improved rules for Catmull-Clark and Loop subdivision that overcome several problems with the original schemes, namely, lack of smoothness at extraordinary boundary vertices and folds near concave corners. In addition, our ...
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Environment matting extensions: towards higher accuracy and real-time capture
Yung-Yu Chuang, Douglas E. Zongker, Joel Hindorff, Brian Curless, David H. Salesin, Richard Szeliski
Pages: 121-130
doi>10.1145/344779.344844
Full text: PDFPDF

Environment matting is a generalization of traditional bluescreen matting. By photographing an object in front of a sequence of structured light backdrops, a set of approximate light-transport paths through the object can be computed. The original environment ...
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The digital Michelangelo project: 3D scanning of large statues
Marc Levoy, Kari Pulli, Brian Curless, Szymon Rusinkiewicz, David Koller, Lucas Pereira, Matt Ginzton, Sean Anderson, James Davis, Jeremy Ginsberg, Jonathan Shade, Duane Fulk
Pages: 131-144
doi>10.1145/344779.344849
Full text: PDFPDF

We describe a hardware and software system for digitizing the shape and color of large fragile objects under non-laboratory conditions. Our system employs laser triangulation rangefinders, laser time-of-flight rangefinders, digital still cameras, and ...
expand
Acquiring the reflectance field of a human face
Paul Debevec, Tim Hawkins, Chris Tchou, Haarm-Pieter Duiker, Westley Sarokin, Mark Sagar
Pages: 145-156
doi>10.1145/344779.344855
Full text: PDFPDF

We present a method to acquire the reflectance field of a human face and use these measurements to render the face under arbitrary changes in lighting and viewpoint. We first acquire images of the face from a small set of viewpoints under a dense sampling ...
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As-rigid-as-possible shape interpolation
Marc Alexa, Daniel Cohen-Or, David Levin
Pages: 157-164
doi>10.1145/344779.344859
Full text: PDFPDF

We present an object-space morphing technique that blends the interiors of given two- or three-dimensional shapes rather than their boundaries. The morph is rigid in the sense that local volumes are least-distorting as they vary from their source to ...
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Pose space deformation: a unified approach to shape interpolation and skeleton-driven deformation
J. P. Lewis, Matt Cordner, Nickson Fong
Pages: 165-172
doi>10.1145/344779.344862
Full text: PDFPDF

Pose space deformation generalizes and improves upon both shape interpolation and common skeleton-driven deformation techniques. This deformation approach proceeds from the observation that several types of deformation can be uniformly represented as ...
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The EMOTE model for effort and shape
Diane Chi, Monica Costa, Liwei Zhao, Norman Badler
Pages: 173-182
doi>10.1145/344779.352172
Full text: PDFPDF

Human movements include limb gestures and postural attitude. Although many computer animation researchers have studied these classes of movements, procedurally generated movements still lack naturalness. We argue that looking only at the psychological ...
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Style machines
Matthew Brand, Aaron Hertzmann
Pages: 183-192
doi>10.1145/344779.344865
Full text: PDFPDF

We approach the problem of stylistic motion synthesis by learning motion patterns from a highly varied set of motion capture sequences. Each sequence may have a distinct choreography, performed in a distinct sytle. Learning identifies common choreographic ...
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Timewarp rigid body simulation
Brian Mirtich
Pages: 193-200
doi>10.1145/344779.344866
Full text: PDFPDF

The traditional high-level algorithms for rigid body simulation work well for moderate numbers of bodies but scale poorly to systems of hundreds or more moving, interacting bodies. The problem is unnecessary synchronization implicit in these methods. ...
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Interactive control for physically-based animation
Joseph Laszlo, Michiel van de Panne, Eugene Fiume
Pages: 201-208
doi>10.1145/344779.344876
Full text: PDFPDF

We propose the use of interactive, user-in-the-loop techniques for controlling physically-based animated characters. With a suitably designed interface, the continuous and discrete input actions afforded by a standard mouse and keyboard allow for the ...
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Interactive manipulation of rigid body simulations
Jovan Popović, Steven M. Seitz, Michael Erdmann, Zoran Popović, Andrew Witkin
Pages: 209-217
doi>10.1145/344779.344880
Full text: PDFPDF

Physical simulation of dynamic objects has become commonplace in computer graphics because it produces highly realistic animations. In this paradigm the animator provides few physical parameters such as the objects' initial positions and velocities, ...
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Sampling plausible solutions to multi-body constraint problems
Stephen Chenney, D. A. Forsyth
Pages: 219-228
doi>10.1145/344779.344882
Full text: PDFPDF

Traditional collision intensive multi-body simulations are difficult to control due to extreme sensitivity to initial conditions or model parameters. Furthermore, there may be multiple ways to achieve any one goal, and it may be difficult to codify a ...
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Conservative volumetric visibility with occluder fusion
Gernot Schaufler, Julie Dorsey, Xavier Decoret, François X. Sillion
Pages: 229-238
doi>10.1145/344779.344886
Full text: PDFPDF

Visibility determination is a key requirement in a wide range of graphics algorithms. This paper introduces a new approach to the computation of volume visibility, the detection of occluded portions of space as seen from a given region. ...
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Conservative visibility preprocessing using extended projections
Frédo Durand, George Drettakis, Joëlle Thollot, Claude Puech
Pages: 239-248
doi>10.1145/344779.344891
Full text: PDFPDF

Visualization of very complex scenes can be significantly accelerated using occlusion culling. In this paper we present a visibility preprocessing method which efficiently computes potentially visible geometry for volumetric viewing ...
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Adaptively sampled distance fields: a general representation of shape for computer graphics
Sarah F. Frisken, Ronald N. Perry, Alyn P. Rockwood, Thouis R. Jones
Pages: 249-254
doi>10.1145/344779.344899
Full text: PDFPDF

Adaptively Sampled Distance Fields (ADFs) are a unifying representation of shape that integrate numerous concepts in computer graphics including the representation of geometry and volume data and a broad range of processing operations such as rendering, ...
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Patching Catmull-Clark meshes
Jörg Peters
Pages: 255-258
doi>10.1145/344779.344908
Full text: PDFPDF

Named after the title, the PCCM transformation is a simple, explicit algorithm that creates large, smoothly joining bicubic Nurbs patches from a refined Catmull-Clark subdivision mesh. The resulting patches are maximally large in the sense that one patch ...
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Out-of-core simplification of large polygonal models
Peter Lindstrom
Pages: 259-262
doi>10.1145/344779.344912
Full text: PDFPDF

We present an algorithm for out-of-core simplification of large polygonal datasets that are too complex to fit in main memory. The algorithm extends the vertex clustering scheme of Rossignac and Borrel [13] by using error quadric information ...
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Face fixer: compressing polygon meshes with properties
Martin Isenburg, Jack Snoeyink
Pages: 263-270
doi>10.1145/344779.344919
Full text: PDFPDF

Most schemes to compress the topology of a surface mesh have been developed for the lowest common denominator: triangulated meshes. We propose a scheme that handles the topology of arbitrary polygon meshes. It encodes meshes directly in their polygonal ...
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Progressive geometry compression
Andrei Khodakovsky, Peter Schröder, Wim Sweldens
Pages: 271-278
doi>10.1145/344779.344922
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We propose a new progressive compression scheme for arbitrary topology, highly detailed and densely sampled meshes arising from geometry scanning. We observe that meshes consist of three distinct components: geometry, parameter, and connectivity information. ...
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Spectral compression of mesh geometry
Zachi Karni, Craig Gotsman
Pages: 279-286
doi>10.1145/344779.344924
Full text: PDFPDF

We show how spectral methods may be applied to 3D mesh data to obtain compact representations. This is achieved by projecting the mesh geometry onto an orthonormal basis derived from the mesh topology. To reduce complexity, the mesh is partitioned into ...
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Surface light fields for 3D photography
Daniel N. Wood, Daniel I. Azuma, Ken Aldinger, Brian Curless, Tom Duchamp, David H. Salesin, Werner Stuetzle
Pages: 287-296
doi>10.1145/344779.344925
Full text: PDFPDF

A surface light field is a function that assigns a color to each ray originating on a surface. Surface light fields are well suited to constructing virtual images of shiny objects under complex lighting conditions. This paper presents ...
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Dynamically reparameterized light fields
Aaron Isaksen, Leonard McMillan, Steven J. Gortler
Pages: 297-306
doi>10.1145/344779.344929
Full text: PDFPDF

This research further develops the light field and lumigraph image-based rendering methods and extends their utility. We present alternate parameterizations that permit 1) interactive rendering of moderately sampled light fields of scenes with significant, ...
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Plenoptic sampling
Jin-Xiang Chai, Xin Tong, Shing-Chow Chan, Heung-Yeung Shum
Pages: 307-318
doi>10.1145/344779.344932
Full text: PDFPDF

This paper studies the problem of plenoptic sampling in image-based rendering (IBR). From a spectral analysis of light field signals and using the sampling theorem, we mathematically derive the analytical functions to determine the minimum sampling rate ...
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An autostereoscopic display
Ken Perlin, Salvatore Paxia, Joel S. Kollin
Pages: 319-326
doi>10.1145/344779.344933
Full text: PDFPDF

We present a display device which solves a long-standing problem: to give a true stereoscopic view of simulated objects, without artifacts, to a single unencumbered observer, while allowing the observer to freely change position and head rotation. Based ...
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Silhouette clipping
Pedro V. Sander, Xianfeng Gu, Steven J. Gortler, Hugues Hoppe, John Snyder
Pages: 327-334
doi>10.1145/344779.344935
Full text: PDFPDF

Approximating detailed with coarse, texture-mapped meshes results in polygonal silhouettes. To eliminate this artifact, we introduce silhouette clipping, a framework for efficiently clipping the rendering of coarse geometry to the exact silhouette of ...
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Surfels: surface elements as rendering primitives
Hanspeter Pfister, Matthias Zwicker, Jeroen van Baar, Markus Gross
Pages: 335-342
doi>10.1145/344779.344936
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Surface elements (surfels) are a powerful paradigm to efficiently render complex geometric objects at interactive frame rates. Unlike classical surface discretizations, i.e., triangles or quadrilateral meshes, surfels are point primitives without explicit ...
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QSplat: a multiresolution point rendering system for large meshes
Szymon Rusinkiewicz, Marc Levoy
Pages: 343-352
doi>10.1145/344779.344940
Full text: PDFPDF

Advances in 3D scanning technologies have enabled the practical creation of meshes with hundreds of millions of polygons. Traditional algorithms for display, simplification, and progressive transmission of meshes are impractical for data sets of this ...
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A fast relighting engine for interactive cinematic lighting design
Reid Gershbein, Pat Hanrahan
Pages: 353-358
doi>10.1145/344779.344938
Full text: PDFPDF

We present new techniques for interactive cinematic lighting design of complex scenes that use procedural shaders. Deep-framebuffers are used to store the geometric and optical information of the visible surfaces of an image. The geometric information ...
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Relief texture mapping
Manuel M. Oliveira, Gary Bishop, David McAllister
Pages: 359-368
doi>10.1145/344779.344947
Full text: PDFPDF

We present an extension to texture mapping that supports the representation of 3-D surface details and view motion parallax. The results are correct for viewpoints that are static or moving, far away or nearby. Our approach is very simple: a relief ...
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Image-based visual hulls
Wojciech Matusik, Chris Buehler, Ramesh Raskar, Steven J. Gortler, Leonard McMillan
Pages: 369-374
doi>10.1145/344779.344951
Full text: PDFPDF

In this paper, we describe an efficient image-based approach to computing and shading visual hulls from silhouette image data. Our algorithm takes advantage of epipolar geometry and incremental computation to achieve a constant rendering cost per rendered ...
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Efficient image-based methods for rendering soft shadows
Maneesh Agrawala, Ravi Ramamoorthi, Alan Heirich, Laurent Moll
Pages: 375-384
doi>10.1145/344779.344954
Full text: PDFPDF

We present two efficient imaged-based approaches for computation and display of high-quality soft shadows from area light sources. Our methods are related to shadow maps and provide the associated benefits. The computation time and memory requirements ...
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Deep shadow maps
Tom Lokovic, Eric Veach
Pages: 385-392
doi>10.1145/344779.344958
Full text: PDFPDF

We introduce deep shadow maps, a technique that produces fast, high-quality shadows for primitives such as hair, fur, and smoke. Unlike traditional shadow maps, which store a single depth at each pixel, deep shadow maps store a representation ...
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Tangible interaction + graphical interpretation: a new approach to 3D modeling
David Anderson, James L. Frankel, Joe Marks, Aseem Agarwala, Paul Beardsley, Jessica Hodgins, Darren Leigh, Kathy Ryall, Eddie Sullivan, Jonathan S. Yedidia
Pages: 393-402
doi>10.1145/344779.344960
Full text: PDFPDF

Construction toys are a superb medium for geometric models. We argue that such toys, suitably instrumented or sensed, could be the inspiration for a new generation of easy-to-use, tangible modeling systems—especially if the tangible modeling is ...
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Accessible animation and customizable graphics via simplicial configuration modeling
Tom Ngo, Doug Cutrell, Jenny Dana, Bruce Donald, Lorie Loeb, Shunhui Zhu
Pages: 403-410
doi>10.1145/344779.344964
Full text: PDFPDF

O ur goal is to em bed free-form constraints into a graphical m odel. W ith such constraints a graphic can m aintain its visual integrity— and break rules tastefully— while being m anipulated by a casualuser. A typicalparam eterized graphic ...
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Example-based hinting of true type fonts
Douglas E. Zongker, Geraldine Wade, David H. Salesin
Pages: 411-416
doi>10.1145/344779.344969
Full text: PDFPDF

Hinting in TrueType is a time-consuming manual process in which a typographer creates a sequence of instructions for better fitting the characters of a font to a grid of pixels. In this paper, we propose a new method for automatically hinting TrueType ...
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Image inpainting
Marcelo Bertalmio, Guillermo Sapiro, Vincent Caselles, Coloma Ballester
Pages: 417-424
doi>10.1145/344779.344972
Full text: PDFPDF

Inpainting, the technique of modifying an image in an undetectable form, is as ancient as art itself. The goals and applications of inpainting are numerous, from the restoration of damaged paintings and photographs to the removal/replacement of selected ...
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Interactive multi-pass programmable shading
Mark S. Peercy, Marc Olano, John Airey, P. Jeffrey Ungar
Pages: 425-432
doi>10.1145/344779.344976
Full text: PDFPDF

Programmable shading is a common technique for production animation, but interactive programmable shading is not yet widely available. We support interactive programmable shading on virtually any 3D graphics hardware using a scene graph library on top ...
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The WarpEngine: an architecture for the post-polygonal age
Voicu Popescu, John Eyles, Anselmo Lastra, Joshua Steinhurst, Nick England, Lars Nyland
Pages: 433-442
doi>10.1145/344779.344979
Full text: PDFPDF

We present the WarpEngine, an architecture designed for real-time imaged-based rendering of natural scenes from arbitrary viewpoints. The modeling primitives are real-world images with per-pixel depth. Currently they are acquired and stored off-line; ...
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Pomegranate: a fully scalable graphics architecture
Matthew Eldridge, Homan Igehy, Pat Hanrahan
Pages: 443-454
doi>10.1145/344779.344981
Full text: PDFPDF

Pomegranate is a parallel hardware architecture for polygon rendering that provides scalable input bandwidth, triangle rate, pixel rate, texture memory and display bandwidth while maintaining an immediate-mode interface. The basic unit of scalability ...
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Illuminating micro geometry based on precomputed visibility
Wolfgang Heidrich, Katja Daubert, Jan Kautz, Hans-Peter Seidel
Pages: 455-464
doi>10.1145/344779.344984
Full text: PDFPDF

Many researchers have been arguing that geometry, bump maps, and BRDFs present a hierarchy of detail that should be exploited for efficient rendering purposes. In practice however, this is often not possible due to inconsistencies in the illumination ...
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Lapped textures
Emil Praun, Adam Finkelstein, Hugues Hoppe
Pages: 465-470
doi>10.1145/344779.344987
Full text: PDFPDF

We present for creating texture over an surface mesh using an example 2D texture. The approach is to identify interesting regions (texture patches) in the 2D example, and to repeatedly paste them onto the surface until it is completely ...
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Seamless texture mapping of subdivision surfaces by model pelting and texture blending
Dan Piponi, George Borshukov
Pages: 471-478
doi>10.1145/344779.344990
Full text: PDFPDF

Subdivision surfaces solve numerous problems related to the geometry of character and animation models. However, unlike on parametrised surfaces there is no natural choice of texture coordinates on subdivision surfaces. Existing algorithms for generating ...
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Fast texture synthesis using tree-structured vector quantization
Li-Yi Wei, Marc Levoy
Pages: 479-488
doi>10.1145/344779.345009
Full text: PDFPDF

Texture synthesis is important for many applications in computer graphics, vision, and image processing. However, it remains difficult to design an algorithm that is both efficient and capable of generating high quality results. In this paper, we present ...
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Video textures
Arno Schödl, Richard Szeliski, David H. Salesin, Irfan Essa
Pages: 489-498
doi>10.1145/344779.345012
Full text: PDFPDF

This paper introduces a new type of medium, called a video texture, which has qualities somewhere between those of a photograph and a video. A video texture provides a continuous infinitely varying stream of images. While the individual ...
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Escherization
Craig S. Kaplan, David H. Salesin
Pages: 499-510
doi>10.1145/344779.345022
Full text: PDFPDF

This paper introduces and presents a solution to the “Escherization” problem: given a closed figure in the plane, find a new closed figure that is similar to the original and tiles the plane. Our solution works by using a simulated annealer ...
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Shadows for cel animation
Lena Petrović, Brian Fujito, Lance Williams, Adam Finkelstein
Pages: 511-516
doi>10.1145/344779.345073
Full text: PDFPDF

We present a semi-automatic method for creating shadow mattes in cel animation. In conventional cel animation, shadows are drawn by hand, in order to provide visual cues about the spatial relationships and forms of characters in the scene. Our system ...
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Illustrating smooth surfaces
Aaron Hertzmann, Denis Zorin
Pages: 517-526
doi>10.1145/344779.345074
Full text: PDFPDF

We present a new set of algorithms for line-art rendering of smooth surfaces. We introduce an efficient, deterministic algorithm for finding silhouettes based on geometric duality, and an algorithm for segmenting the silhouette curves into smooth parts ...
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Non-photorealistic virtual environments
Allison W. Klein, Wilmot Li, Michael M. Kazhdan, Wagner T. Corrêa, Adam Finkelstein, Thomas A. Funkhouser
Pages: 527-534
doi>10.1145/344779.345075
Full text: PDFPDF

We describe a system for non-photorealistic rendering (NPR) of virtual environments. In real time, it synthesizes imagery of architectural interiors using stroke-based textures. We address the four main challenges of such a system — interactivity, ...
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