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This paper presents a liquid simulation technique that enforces the incompressibility condition using a stream function solve instead of a pressure projection. Previous methods have used stream function techniques for the simulation of detailed single-phase flows, but a formulation for liquid simulation has proved elusive in part due to the free surface boundary conditions. In this paper, we introduce a stream function approach to liquid simulations with novel boundary conditions for free surfaces, solid obstacles, and solid-fluid coupling.

Although our approach increases the dimension of the linear system necessary to enforce incompressibility, it provides interesting and surprising benefits. First, the resulting flow is guaranteed to be divergence-free regardless of the accuracy of the solve. Second, our free-surface boundary conditions guarantee divergence-free motion even in the un-simulated air phase, which enables two-phase flow simulation by only computing a single phase. We implemented this method using a variant of FLIP simulation which only samples particles within a narrow band of the liquid surface, and we illustrate the effectiveness of our method for detailed two-phase flow simulations with complex boundaries, detailed bubble interactions, and two-way solid-fluid coupling.


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Ryoichi Ando Ryoichi Ando

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Publication years2009-2017
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Citation Count114
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Author image not provided  Nils Thuerey

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Publication years2008-2019
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Author image not provided  Chris Wojtan

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Publication years2006-2019
Publication count37
Citation Count549
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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.

Barragy, E., and Carey, G. 1997. Stream function-vorticity driven cavity solution using p finite elements. Computers and Fluids 26, 5, 453--468.
Batty, C., Xenos, S., and Houston, B. 2010. Tetrahedral embedded boundary methods for accurate and flexible adaptive fluids. In Proceedings of Eurographics.
Brecht, S. H., and Ferrante, J. R. 1989. Vortex-in-cell simulations of buoyant bubbles in three dimensions. Physics of Fluids A: Fluid Dynamics (1989--1993) 1, 7, 1166--1191.
Budsberg, J., Losure, M., Museth, K., and Baer, M. 2013. Liquids in "The Croods". In ACM SIGGRAPH Digital Production Symposium (DigiPro).
Chentanez, N., Mller, M., and Kim, T.-Y. 2014. Coupling 3D Eulerian, Heightfield and Particle Methods for Interactive Simulation of Large Scale Liquid Phenomena. In Eurographics/ACM SIGGRAPH Symposium on Computer Animation, The Eurographics Association, V. Koltun and E. Sifakis, Eds.
Enright, D., Nguyen, D., Gibou, F., and Fedkiw, R. 2003. Using the Particle Level Set Method and a Second Order Accurate Pressure Boundary Condition for Free-Surface Flows. Proc. of the 4th ASME-JSME Joint Fluids Engineering Conference.
Ferstl, F., Westermann, R., and Dick, C. 2014. Large-scale liquid simulation on adaptive hexahedral grids. IEEE Trans. Vis. Comput. Graph. 20, 10, 1405--1417.
Gamito, M. N., Lopes, P. F., and Gomes, M. R. 1995. Two-dimensional simulation of gaseous phenomena using vortex particles. In In Proceedings of the 6th Eurographics Workshop on Computer Animation and Simulation, Citeseer.
Harlow, F., and Welch, E. 1965. Numerical calculation of time-dependent viscous incompressible flow of fluid with free surface. Phys. Fluids 8 (12), 2182--2189.
Ihmsen, M., Orthmann, J., Solenthaler, B., Kolb, A., and Teschner, M. 2014. SPH fluids in computer graphics. In Eurographics - State of the Art Reports, Eurographics Association, 21--42.
Kang, N., Park, J., Yong Noh, J., and Shin, S. Y. 2010. A Hybrid Approach to Multiple Fluid Simulation using Volume Fractions. Computer Graphics Forum 29, 685--694.
Wong, A. K., and Reizes, J. A. 1984. An effective vorticity-vector potential formulation for the numerical simulation of three-dimensional duct flow problems. Journal of Computational Physics 55, 98--114.

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11 Citations


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The ACM Computing Classification System (CCS rev.2012)

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top of pagePUBLICATION

Title ACM Transactions on Graphics (TOG) TOG Homepage table of contents
Volume 34 Issue 4, August 2015
Article No. 53
Publication Date2015-07-27 (yyyy-mm-dd)
Sponsor SIGGRAPH ACM Special Interest Group on Computer Graphics and Interactive Techniques
PublisherACM New York, NY, USA
ISSN: 0730-0301 EISSN: 1557-7368 doi>10.1145/2766935
Conference SIGGRAPHInternational Conference on Computer Graphics and Interactive Techniques SIGGRAPH logo
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%


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top of pageTable of Contents

ACM Transactions on Graphics (TOG)

Volume 34 Issue 4, August 2015 AKA: ACM SIGGRAPH 2015 Papers
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Table of Contents
SESSION: Computational illumination
Session details: Computational illumination
Sing Bing Kang
Homogeneous codes for energy-efficient illumination and imaging
Matthew O'Toole, Supreeth Achar, Srinivasa G. Narasimhan, Kiriakos N. Kutulakos
Article No.: 35
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Programmable coding of light between a source and a sensor has led to several important results in computational illumination, imaging and display. Little is known, however, about how to utilize energy most effectively, especially for applications in ...
Doppler time-of-flight imaging
Felix Heide, Wolfgang Heidrich, Matthias Hullin, Gordon Wetzstein
Article No.: 36
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Over the last few years, depth cameras have become increasingly popular for a range of applications, including human-computer interaction and gaming, augmented reality, machine vision, and medical imaging. Many of the commercially-available devices use ...
Micron-scale light transport decomposition using interferometry
Ioannis Gkioulekas, Anat Levin, Frédo Durand, Todd Zickler
Article No.: 37
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We present a computational imaging system, inspired by the optical coherence tomography (OCT) framework, that uses interferometry to produce decompositions of light transport in small scenes or volumes. The system decomposes transport according to various ...
SESSION: Geometry field trip
Session details: Geometry field trip
Alla Sheffer
Integrable PolyVector fields
Olga Diamanti, Amir Vaxman, Daniele Panozzo, Olga Sorkine-Hornung
Article No.: 38
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We present a framework for designing curl-free tangent vector fields on discrete surfaces. Such vector fields are gradients of locally-defined scalar functions, and this property is beneficial for creating surface parameterizations, since the gradients ...
Stripe patterns on surfaces
Felix Knöppel, Keenan Crane, Ulrich Pinkall, Peter Schröder
Article No.: 39
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Stripe patterns are ubiquitous in nature, describing macroscopic phenomena such as stripes on plants and animals, down to material impurities on the atomic scale. We propose a method for synthesizing stripe patterns on triangulated surfaces, where ...
Frame field generation through metric customization
Tengfei Jiang, Xianzhong Fang, Jin Huang, Hujun Bao, Yiying Tong, Mathieu Desbrun
Article No.: 40
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This paper presents a new technique for frame field generation. As generic frame fields (with arbitrary anisotropy, orientation, and sizing) can be regarded as cross fields in a specific Riemannian metric, we tackle frame field design by first computing ...
SESSION: Modeling, controlling & suturing humans
Session details: Modeling, controlling & suturing humans
Theodore Kim
Computational bodybuilding: anatomically-based modeling of human bodies
Shunsuke Saito, Zi-Ye Zhou, Ladislav Kavan
Article No.: 41
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We propose a method to create a wide range of human body shapes from a single input 3D anatomy template. Our approach is inspired by biological processes responsible for human body growth. In particular, we simulate growth of skeletal muscles and subcutaneous ...
Biomechanical simulation and control of hands and tendinous systems
Prashant Sachdeva, Shinjiro Sueda, Susanne Bradley, Mikhail Fain, Dinesh K. Pai
Article No.: 42
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The tendons of the hand and other biomechanical systems form a complex network of sheaths, pulleys, and branches. By modeling these anatomical structures, we obtain realistic simulations of coordination and dynamics that were previously not possible. ...
GRIDiron: an interactive authoring and cognitive training foundation for reconstructive plastic surgery procedures
Nathan Mitchell, Court Cutting, Eftychios Sifakis
Article No.: 43
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We present an interactive simulation framework for authoring surgical procedures of soft tissue manipulation using physics-based simulation to animate the flesh. This interactive authoring tool can be used by clinical educators to craft three-dimensional ...
SESSION: Face reality
Session details: Face reality
Xin Tong
Detailed spatio-temporal reconstruction of eyelids
Amit Bermano, Thabo Beeler, Yeara Kozlov, Derek Bradley, Bernd Bickel, Markus Gross
Article No.: 44
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In recent years we have seen numerous improvements on 3D scanning and tracking of human faces, greatly advancing the creation of digital doubles for film and video games. However, despite the high-resolution quality of the reconstruction approaches available, ...
Dynamic 3D avatar creation from hand-held video input
Alexandru Eugen Ichim, Sofien Bouaziz, Mark Pauly
Article No.: 45
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We present a complete pipeline for creating fully rigged, personalized 3D facial avatars from hand-held video. Our system faithfully recovers facial expression dynamics of the user by adapting a blendshape template to an image sequence of recorded expressions ...
Real-time high-fidelity facial performance capture
Chen Cao, Derek Bradley, Kun Zhou, Thabo Beeler
Article No.: 46
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We present the first real-time high-fidelity facial capture method. The core idea is to enhance a global real-time face tracker, which provides a low-resolution face mesh, with local regressors that add in medium-scale details, such as expression wrinkles. ...
Facial performance sensing head-mounted display
Hao Li, Laura Trutoiu, Kyle Olszewski, Lingyu Wei, Tristan Trutna, Pei-Lun Hsieh, Aaron Nicholls, Chongyang Ma
Article No.: 47
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There are currently no solutions for enabling direct face-to-face interaction between virtual reality (VR) users wearing head-mounted displays (HMDs). The main challenge is that the headset obstructs a significant portion of a user's face, preventing ...
SESSION: Rendering complex appearance
Session details: Rendering complex appearance
Wenzel Jakob
The SGGX microflake distribution
Eric Heitz, Jonathan Dupuy, Cyril Crassin, Carsten Dachsbacher
Article No.: 48
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We introduce the Symmetric GGX (SGGX) distribution to represent spatially-varying properties of anisotropic microflake participating media. Our key theoretical insight is to represent a microflake distribution by the projected area of the microflakes. ...
Multi-scale modeling and rendering of granular materials
Johannes Meng, Marios Papas, Ralf Habel, Carsten Dachsbacher, Steve Marschner, Markus Gross, Wojciech Jarosz
Article No.: 49
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We address the problem of modeling and rendering granular materials---such as large structures made of sand, snow, or sugar---where an aggregate object is composed of many randomly oriented, but discernible grains. These materials pose a particular challenge ...
SESSION: Wave-particle fluidity
Session details: Wave-particle fluidity
Changxi Zheng
Power particles: an incompressible fluid solver based on power diagrams
Fernando de Goes, Corentin Wallez, Jin Huang, Dmitry Pavlov, Mathieu Desbrun
Article No.: 50
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This paper introduces a new particle-based approach to incompressible fluid simulation. We depart from previous Lagrangian methods by considering fluid particles no longer purely as material points, but also as volumetric parcels that partition the fluid ...
The affine particle-in-cell method
Chenfanfu Jiang, Craig Schroeder, Andrew Selle, Joseph Teran, Alexey Stomakhin
Article No.: 51
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Hybrid Lagrangian/Eulerian simulation is commonplace in computer graphics for fluids and other materials undergoing large deformation. In these methods, particles are used to resolve transport and topological change, while a background Eulerian grid ...
Restoring the missing vorticity in advection-projection fluid solvers
Xinxin Zhang, Robert Bridson, Chen Greif
Article No.: 52
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Most visual effects fluid solvers use a time-splitting approach where velocity is first advected in the flow, then projected to be incompressible with pressure. Even if a highly accurate advection scheme is used, the self-advection step typically transfers ...
A stream function solver for liquid simulations
Ryoichi Ando, Nils Thuerey, Chris Wojtan
Article No.: 53
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This paper presents a liquid simulation technique that enforces the incompressibility condition using a stream function solve instead of a pressure projection. Previous methods have used stream function techniques for the simulation of detailed single-phase ...
SESSION: Simsquishal geometry
Session details: Simsquishal geometry
Keenan Crane
Dihedral angle-based maps of tetrahedral meshes
Gilles-Philippe Paillé, Nicolas Ray, Pierre Poulin, Alla Sheffer, Bruno Lévy
Article No.: 54
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We present a geometric representation of a tetrahedral mesh that is solely based on dihedral angles. We first show that the shape of a tetrahedral mesh is completely defined by its dihedral angles. This proof leads to a set of angular constraints that ...
Conformal mesh deformations with Möbius transformations
Amir Vaxman, Christian Müller, Ofir Weber
Article No.: 55
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We establish a framework to design triangular and circular polygonal meshes by using face-based compatible Möbius transformations. Embracing the viewpoint of surfaces from circles, we characterize discrete conformality for such meshes, in which ...
Close-to-conformal deformations of volumes
Albert Chern, Ulrich Pinkall, Peter Schröder
Article No.: 56
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Conformal deformations are infinitesimal scale-rotations, which can be parameterized by quaternions. The condition that such a quaternion field gives rise to a conformal deformation is nonlinear and in any case only admits Möbius transformations ...
Linear subspace design for real-time shape deformation
Yu Wang, Alec Jacobson, Jernej Barbič, Ladislav Kavan
Article No.: 57
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We propose a method to design linear deformation subspaces, unifying linear blend skinning and generalized barycentric coordinates. Deformation subspaces cut down the time complexity of variational shape deformation methods and physics-based animation ...
SESSION: VR, display & interaction
Session details: VR, display & interaction
Wolfgang Heidrich
eyeSelfie: self directed eye alignment using reciprocal eye box imaging
Tristan Swedish, Karin Roesch, Ik-Hyun Lee, Krishna Rastogi, Shoshana Bernstein, Ramesh Raskar
Article No.: 58
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Eye alignment to the optical system is very critical in many modern devices, such as for biometrics, gaze tracking, head mounted displays, and health. We show alignment in the context of the most difficult challenge: retinal imaging. Alignment in retinal ...
Optimal presentation of imagery with focus cues on multi-plane displays
Rahul Narain, Rachel A. Albert, Abdullah Bulbul, Gregory J. Ward, Martin S. Banks, James F. O'Brien
Article No.: 59
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We present a technique for displaying three-dimensional imagery of general scenes with nearly correct focus cues on multi-plane displays. These displays present an additive combination of images at a discrete set of optical distances, allowing the viewer ...
The light field stereoscope: immersive computer graphics via factored near-eye light field displays with focus cues
Fu-Chung Huang, Kevin Chen, Gordon Wetzstein
Article No.: 60
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Over the last few years, virtual reality (VR) has re-emerged as a technology that is now feasible at low cost via inexpensive cellphone components. In particular, advances of high-resolution micro displays, low-latency orientation trackers, and modern ...
SESSION: Let's do the time warp
Session details: Let's do the time warp
Oliver Wang
Decomposing time-lapse paintings into layers
Jianchao Tan, Marek Dvorožňák, Daniel Sýkora, Yotam Gingold
Article No.: 61
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The creation of a painting, in the physical world or digitally, is a process that occurs over time. Later strokes cover earlier strokes, and strokes painted at a similar time are likely to be part of the same object. In the final painting, this temporal ...
Time-lapse mining from internet photos
Ricardo Martin-Brualla, David Gallup, Steven M. Seitz
Article No.: 62
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We introduce an approach for synthesizing time-lapse videos of popular landmarks from large community photo collections. The approach is completely automated and leverages the vast quantity of photos available online. First, we cluster 86 million photos ...
Real-time hyperlapse creation via optimal frame selection
Neel Joshi, Wolf Kienzle, Mike Toelle, Matt Uyttendaele, Michael F. Cohen
Article No.: 63
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Long videos can be played much faster than real-time by recording only one frame per second or by dropping all but one frame each second, i.e., by creating a timelapse. Unstable hand-held moving videos can be stabilized with a number of ...
SESSION: Meshing around
Session details: Meshing around
Leif Kobbett
Isotopic approximation within a tolerance volume
Manish Mandad, David Cohen-Steiner, Pierre Alliez
Article No.: 64
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We introduce in this paper an algorithm that generates from an input tolerance volume a surface triangle mesh guaranteed to be within the tolerance, intersection free and topologically correct. A pliant meshing algorithm is used to capture the topology ...
Data-driven interactive quadrangulation
Giorgio Marcias, Kenshi Takayama, Nico Pietroni, Daniele Panozzo, Olga Sorkine-Hornung, Enrico Puppo, Paolo Cignoni
Article No.: 65
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We propose an interactive quadrangulation method based on a large collection of patterns that are learned from models manually designed by artists. The patterns are distilled into compact quadrangulation rules and stored in a database. At run-time, the ...
Convolutional wasserstein distances: efficient optimal transportation on geometric domains
Justin Solomon, Fernando de Goes, Gabriel Peyré, Marco Cuturi, Adrian Butscher, Andy Nguyen, Tao Du, Leonidas Guibas
Article No.: 66
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This paper introduces a new class of algorithms for optimization problems involving optimal transportation over geometric domains. Our main contribution is to show that optimal transportation can be made tractable over large domains used in graphics, ...
SESSION: Video processing
Session details: Video processing
Floraine Berthouzoz
Sampling based scene-space video processing
Felix Klose, Oliver Wang, Jean-Charles Bazin, Marcus Magnor, Alexander Sorkine-Hornung
Article No.: 67
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Many compelling video processing effects can be achieved if per-pixel depth information and 3D camera calibrations are known. However, the success of such methods is highly dependent on the accuracy of this "scene-space" information. We present a novel, ...
audeosynth: music-driven video montage
Zicheng Liao, Yizhou Yu, Bingchen Gong, Lechao Cheng
Article No.: 68
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We introduce music-driven video montage, a media format that offers a pleasant way to browse or summarize video clips collected from various occasions, including gatherings and adventures. In music-driven video montage, the music drives the composition ...
High-quality streamable free-viewpoint video
Alvaro Collet, Ming Chuang, Pat Sweeney, Don Gillett, Dennis Evseev, David Calabrese, Hugues Hoppe, Adam Kirk, Steve Sullivan
Article No.: 69
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We present the first end-to-end solution to create high-quality free-viewpoint video encoded as a compact data stream. Our system records performances using a dense set of RGB and IR video cameras, generates dynamic textured surfaces, and compresses ...
SESSION: Afternoon mapping
Session details: Afternoon mapping
Mirela Ben Chen
Bijective parameterization with free boundaries
Jason Smith, Scott Schaefer
Article No.: 70
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We present a fully automatic method for generating guaranteed bijective surface parameterizations from triangulated 3D surfaces partitioned into charts. We do so by using a distortion metric that prevents local folds of triangles in the parameterization ...
Computing locally injective mappings by advanced MIPS
Xiao-Ming Fu, Yang Liu, Baining Guo
Article No.: 71
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Computing locally injective mappings with low distortion in an efficient way is a fundamental task in computer graphics. By revisiting the well-known MIPS (Most-Isometric ParameterizationS) method, we introduce an advanced MIPS method that inherits the ...
Seamless surface mappings
Noam Aigerman, Roi Poranne, Yaron Lipman
Article No.: 72
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We introduce a method for computing seamless bijective mappings between two surface-meshes that interpolates a given set of correspondences. A common approach for computing a map between surfaces is to cut the surfaces to disks, flatten them to the plane, ...
Bounded distortion harmonic mappings in the plane
Renjie Chen, Ofir Weber
Article No.: 73
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We present a framework for the computation of harmonic and conformal mappings in the plane with mathematical guarantees that the computed mappings are C∞, locally injective and satisfy strict bounds on the conformal and isometric distortion. ...
SESSION: Deform me a solid
Session details: Deform me a solid
Ladislav Kavan
Data-driven finite elements for geometry and material design
Desai Chen, David I. W. Levin, Shinjiro Sueda, Wojciech Matusik
Article No.: 74
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Crafting the behavior of a deformable object is difficult---whether it is a biomechanically accurate character model or a new multimaterial 3D printable design. Getting it right requires constant iteration, performed either manually or driven by an automated ...
Nonlinear material design using principal stretches
Hongyi Xu, Funshing Sin, Yufeng Zhu, Jernej Barbič
Article No.: 75
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The Finite Element Method is widely used for solid deformable object simulation in film, computer games, virtual reality and medicine. Previous applications of nonlinear solid elasticity employed materials from a few standard families such as linear ...
Subspace condensation: full space adaptivity for subspace deformations
Yun Teng, Mark Meyer, Tony DeRose, Theodore Kim
Article No.: 76
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Subspace deformable body simulations can be very fast, but can behave unrealistically when behaviors outside the prescribed subspace such as novel external collisions, are encountered. We address this limitation by presenting a fast, flexible new method ...
SESSION: Image processing
Session details: Image processing
Adrien Bousseau
Perceptually based downscaling of images
A. Cengiz Öztireli, Markus Gross
Article No.: 77
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We propose a perceptually based method for downscaling images that provides a better apparent depiction of the input image. We formulate image downscaling as an optimization problem where the difference between the input and output images is measured ...
An L1 image transform for edge-preserving smoothing and scene-level intrinsic decomposition
Sai Bi, Xiaoguang Han, Yizhou Yu
Article No.: 78
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Identifying sparse salient structures from dense pixels is a longstanding problem in visual computing. Solutions to this problem can benefit both image manipulation and understanding. In this paper, we introduce an image transform based on the L1 ...
A computational approach for obstruction-free photography
Tianfan Xue, Michael Rubinstein, Ce Liu, William T. Freeman
Article No.: 79
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We present a unified computational approach for taking photos through reflecting or occluding elements such as windows and fences. Rather than capturing a single image, we instruct the user to take a short image sequence while slightly moving the camera. ...
SESSION: Taking control
Session details: Taking control
Jehee Lee
Dynamic terrain traversal skills using reinforcement learning
Xue Bin Peng, Glen Berseth, Michiel van de Panne
Article No.: 80
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The locomotion skills developed for physics-based characters most often target flat terrain. However, much of their potential lies with the creation of dynamic, momentum-based motions across more complex terrains. In this paper, we learn controllers ...
Online control of simulated humanoids using particle belief propagation
Perttu Hämäläinen, Joose Rajamäki, C. Karen Liu
Article No.: 81
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We present a novel, general-purpose Model-Predictive Control (MPC) algorithm that we call Control Particle Belief Propagation (C-PBP). C-PBP combines multimodal, gradient-free sampling and a Markov Random Field factorization to effectively perform simultaneous ...
Intuitive and efficient camera control with the toric space
Christophe Lino, Marc Christie
Article No.: 82
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A large range of computer graphics applications such as data visualization or virtual movie production require users to position and move viewpoints in 3D scenes to effectively convey visual information or tell stories. The desired viewpoints and camera ...
SESSION: Shape analysis
Session details: Shape analysis
Vladimir Kim
Interaction context (ICON): towards a geometric functionality descriptor
Ruizhen Hu, Chenyang Zhu, Oliver van Kaick, Ligang Liu, Ariel Shamir, Hao Zhang
Article No.: 83
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We introduce a contextual descriptor which aims to provide a geometric description of the functionality of a 3D object in the context of a given scene. Differently from previous works, we do not regard functionality as an abstract ...
Elements of style: learning perceptual shape style similarity
Zhaoliang Lun, Evangelos Kalogerakis, Alla Sheffer
Article No.: 84
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The human perception of stylistic similarity transcends structure and function: for instance, a bed and a dresser may share a common style. An algorithmically computed style similarity measure that mimics human perception can benefit a range of computer ...
Style compatibility for 3D furniture models
Tianqiang Liu, Aaron Hertzmann, Wilmot Li, Thomas Funkhouser
Article No.: 85
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This paper presents a method for learning to predict the stylistic compatibility between 3D furniture models from different object classes: e.g., how well does this chair go with that table? To do this, we collect relative assessments of style compatibility ...
SESSION: Shape analysis
Session details: Shape analysis
Vladimir Kim
Semantic shape editing using deformation handles
Mehmet Ersin Yumer, Siddhartha Chaudhuri, Jessica K. Hodgins, Levent Burak Kara
Article No.: 86
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We propose a shape editing method where the user creates geometric deformations using a set of semantic attributes, thus avoiding the need for detailed geometric manipulations. In contrast to prior work, we focus on continuous deformations instead of ...
Single-view reconstruction via joint analysis of image and shape collections
Qixing Huang, Hai Wang, Vladlen Koltun
Article No.: 87
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We present an approach to automatic 3D reconstruction of objects depicted in Web images. The approach reconstructs objects from single views. The key idea is to jointly analyze a collection of images of different objects along with a smaller collection ...
SESSION: Fabricating fabulous forms
Session details: Fabricating fabulous forms
Bernhard Thomaszewski
Architecture-scale human-assisted additive manufacturing
Hironori Yoshida, Takeo Igarashi, Yusuke Obuchi, Yosuke Takami, Jun Sato, Mika Araki, Masaaki Miki, Kosuke Nagata, Kazuhide Sakai, Syunsuke Igarashi
Article No.: 88
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Recent digital fabrication tools have opened up accessibility to personalized rapid prototyping; however, such tools are limited to product-scale objects. The materials currently available for use in 3D printing are too fine for large-scale objects, ...
Parametric self-supporting surfaces via direct computation of airy stress functions
Masaaki Miki, Takeo Igarashi, Philippe Block
Article No.: 89
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This paper presents a method that employs parametric surfaces as surface geometry representations at any stage of a computational process to compute self-supporting surfaces. This approach can be differentiated from existing relevant methods because ...
Foldabilizing furniture
Honghua Li, Ruizhen Hu, Ibraheem Alhashim, Hao Zhang
Article No.: 90
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We introduce the foldabilization problem for space-saving furniture design. Namely, given a 3D object representing a piece of furniture, our goal is to apply a minimum amount of modification to the object so that it can be folded to save space ...
Computational interlocking furniture assembly
Chi-Wing Fu, Peng Song, Xiaoqi Yan, Lee Wei Yang, Pradeep Kumar Jayaraman, Daniel Cohen-Or
Article No.: 91
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Furniture typically consists of assemblies of elongated and planar parts that are connected together by glue, nails, hinges, screws, or other means that do not encourage disassembly and re-assembly. An alternative approach is to use an interlocking mechanism, ...
SESSION: Transfer & capture
Session details: Transfer & capture
James Hays
LazyFluids: appearance transfer for fluid animations
Ondřej Jamriška, Jakub Fišer, Paul Asente, Jingwan Lu, Eli Shechtman, Daniel Sýkora
Article No.: 92
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In this paper we present a novel approach to appearance transfer for fluid animations based on flow-guided texture synthesis. In contrast to common practice where pre-captured sets of fluid elements are combined in order to achieve desired motion and ...
Fluid volume modeling from sparse multi-view images by appearance transfer
Makoto Okabe, Yoshinori Dobashi, Ken Anjyo, Rikio Onai
Article No.: 93
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We propose a method of three-dimensional (3D) modeling of volumetric fluid phenomena from sparse multi-view images (e.g., only a single-view input or a pair of front- and side-view inputs). The volume determined from such sparse inputs using previous ...
Deformation capture and modeling of soft objects
Bin Wang, Longhua Wu, KangKang Yin, Uri Ascher, Libin Liu, Hui Huang
Article No.: 94
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We present a data-driven method for deformation capture and modeling of general soft objects. We adopt an iterative framework that consists of one component for physics-based deformation tracking and another for spacetime optimization of deformation ...
SESSION: Geometry zoo
Session details: Geometry zoo
Marc Alexa
Zoomorphic design
Noah Duncan, Lap-Fai Yu, Sai-Kit Yeung, Demetri Terzopoulos
Article No.: 95
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Zoomorphic shapes are man-made shapes that possess the form or appearance of an animal. They have desirable aesthetic properties, but are difficult to create using conventional modeling tools. We present a method for creating zoomorphic shapes by merging ...
Shading-based refinement on volumetric signed distance functions
Michael Zollhöfer, Angela Dai, Matthias Innmann, Chenglei Wu, Marc Stamminger, Christian Theobalt, Matthias Nießner
Article No.: 96
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We present a novel method to obtain fine-scale detail in 3D reconstructions generated with low-budget RGB-D cameras or other commodity scanning devices. As the depth data of these sensors is noisy, truncated signed distance fields are typically used ...
SESSION: Image similarity & search
Session details: Image similarity & search
Kayvon Fatahalian
PatchTable: efficient patch queries for large datasets and applications
Connelly Barnes, Fang-Lue Zhang, Liming Lou, Xian Wu, Shi-Min Hu
Article No.: 97
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This paper presents a data structure that reduces approximate nearest neighbor query times for image patches in large datasets. Previous work in texture synthesis has demonstrated real-time synthesis from small exemplar textures. However, high performance ...
Learning visual similarity for product design with convolutional neural networks
Sean Bell, Kavita Bala
Article No.: 98
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Popular sites like Houzz, Pinterest, and LikeThatDecor, have communities of users helping each other answer questions about products in images. In this paper we learn an embedding for visual search in interior design. Our embedding contains two different ...
SESSION: Fabrication & function
Session details: Fabrication & function
Bernd Bickel
LinkEdit: interactive linkage editing using symbolic kinematics
Moritz Bächer, Stelian Coros, Bernhard Thomaszewski
Article No.: 99
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We present a method for interactive editing of planar linkages. Given a working linkage as input, the user can make targeted edits to the shape or motion of selected parts while preserving other, e.g., functionally-important aspects. In order to make ...
Fab forms: customizable objects for fabrication with validity and geometry caching
Maria Shugrina, Ariel Shamir, Wojciech Matusik
Article No.: 100
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We address the problem of allowing casual users to customize parametric models while maintaining their valid state as 3D-printable functional objects. We define Fab Form as any design representation that lends itself to interactive customization ...
Computational design of twisty joints and puzzles
Timothy Sun, Changxi Zheng
Article No.: 101
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We present the first computational method that allows ordinary users to create complex twisty joints and puzzles inspired by the Rubik's Cube mechanism. Given a user-supplied 3D model and a small subset of rotation axes, our method automatically adjusts ...
Reduced-order shape optimization using offset surfaces
Przemyslaw Musialski, Thomas Auzinger, Michael Birsak, Michael Wimmer, Leif Kobbelt
Article No.: 102
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Given the 2-manifold surface of a 3d object, we propose a novel method for the computation of an offset surface with varying thickness such that the solid volume between the surface and its offset satisfies a set of prescribed constraints and at the ...
SESSION: Reconstruction & analysis
Session details: Reconstruction & analysis
Hao Li
RAPter: rebuilding man-made scenes with regular arrangements of planes
Aron Monszpart, Nicolas Mellado, Gabriel J. Brostow, Niloy J. Mitra
Article No.: 103
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With the proliferation of acquisition devices, gathering massive volumes of 3D data is now easy. Processing such large masses of pointclouds, however, remains a challenge. This is particularly a problem for raw scans with missing data, noise, and varying ...
Coupled segmentation and similarity detection for architectural models
İlke Demir, Daniel G. Aliaga, Bedrich Benes
Article No.: 104
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Recent shape retrieval and interactive modeling algorithms enable the re-use of existing models in many applications. However, most of those techniques require a pre-labeled model with some semantic information. We introduce a fully automatic approach ...
SESSION: Procedural modeling
Session details: Procedural modeling
Daniel Aliaga
Controlling procedural modeling programs with stochastically-ordered sequential Monte Carlo
Daniel Ritchie, Ben Mildenhall, Noah D. Goodman, Pat Hanrahan
Article No.: 105
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We present a method for controlling the output of procedural modeling programs using Sequential Monte Carlo (SMC). Previous probabilistic methods for controlling procedural models use Markov Chain Monte Carlo (MCMC), which receives control feedback only ...
WorldBrush: interactive example-based synthesis of procedural virtual worlds
Arnaud Emilien, Ulysse Vimont, Marie-Paule Cani, Pierre Poulin, Bedrich Benes
Article No.: 106
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We present a novel approach for the interactive synthesis and editing of virtual worlds. Our method is inspired by painting operations and uses methods for statistical example-based synthesis to automate content synthesis and deformation. Our real-time ...
Advanced procedural modeling of architecture
Michael Schwarz, Pascal Müller
Article No.: 107
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We present the novel grammar language CGA++ for the procedural modeling of architecture. While existing grammar-based approaches can produce stunning results, they are limited in what modeling scenarios can be realized. In particular, many context-sensitive ...
Learning shape placements by example
Paul Guerrero, Stefan Jeschke, Michael Wimmer, Peter Wonka
Article No.: 108
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We present a method to learn and propagate shape placements in 2D polygonal scenes from a few examples provided by a user. The placement of a shape is modeled as an oriented bounding box. Simple geometric relationships between this bounding box ...
SESSION: Appearance capture
Session details: Appearance capture
Wojciech Jarosz
Skin microstructure deformation with displacement map convolution
Koki Nagano, Graham Fyffe, Oleg Alexander, Jernej Barbiç, Hao Li, Abhijeet Ghosh, Paul Debevec
Article No.: 109
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We present a technique for synthesizing the effects of skin microstructure deformation by anisotropically convolving a high-resolution displacement map to match normal distribution changes in measured skin samples. We use a 10-micron resolution scanning ...
Two-shot SVBRDF capture for stationary materials
Miika Aittala, Tim Weyrich, Jaakko Lehtinen
Article No.: 110
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Material appearance acquisition usually makes a trade-off between acquisition effort and richness of reflectance representation. In this paper, we instead aim for both a light-weight acquisition procedure and a rich reflectance representation simultaneously, ...
Image based relighting using neural networks
Peiran Ren, Yue Dong, Stephen Lin, Xin Tong, Baining Guo
Article No.: 111
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We present a neural network regression method for relighting realworld scenes from a small number of images. The relighting in this work is formulated as the product of the scene's light transport matrix and new lighting vectors, with the light transport ...
Measurement-based editing of diffuse albedo with consistent interreflections
Bo Dong, Yue Dong, Xin Tong, Pieter Peers
Article No.: 112
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We present a novel measurement-based method for editing the albedo of diffuse surfaces with consistent interreflections in a photograph of a scene under natural lighting. Key to our method is a novel technique for decomposing a photograph of a scene ...
SESSION: Fluids, from air to goo
Session details: Fluids, from air to goo
Chris Wojtan
OmniAD: data-driven omni-directional aerodynamics
Tobias Martin, Nobuyuki Umetani, Bernd Bickel
Article No.: 113
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This paper introduces "OmniAD," a novel data-driven pipeline to model and acquire the aerodynamics of three-dimensional rigid objects. Traditionally, aerodynamics are examined through elaborate wind tunnel experiments or expensive fluid dynamics computations, ...
An implicit viscosity formulation for SPH fluids
Andreas Peer, Markus Ihmsen, Jens Cornelis, Matthias Teschner
Article No.: 114
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We present a novel implicit formulation for highly viscous fluids simulated with Smoothed Particle Hydrodynamics SPH. Compared to explicit methods, our formulation is significantly more efficient and handles a larger range of viscosities. Differing from ...
Codimensional non-Newtonian fluids
Bo Zhu, Minjae Lee, Ed Quigley, Ronald Fedkiw
Article No.: 115
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We present a novel method to simulate codimensional non-Newtonian fluids on simplicial complexes. Our method extends previous work for codimensional incompressible flow to various types of non-Newtonian fluids including both shear thinning and thickening, ...
SESSION: Character fashion & style
Session details: Character fashion & style
Jehee Lee
Animating human dressing
Alexander Clegg, Jie Tan, Greg Turk, C. Karen Liu
Article No.: 116
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Dressing is one of the most common activities in human society. Perfecting the skill of dressing can take an average child three to four years of daily practice. The challenge is primarily due to the combined difficulty of coordinating different body ...
A perceptual control space for garment simulation
Leonid Sigal, Moshe Mahler, Spencer Diaz, Kyna McIntosh, Elizabeth Carter, Timothy Richards, Jessica Hodgins
Article No.: 117
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We present a perceptual control space for simulation of cloth that works with any physical simulator, treating it as a black box. The perceptual control space provides intuitive, art-directable control over the simulation behavior based on a learned ...
Space-time sketching of character animation
Martin Guay, Rémi Ronfard, Michael Gleicher, Marie-Paule Cani
Article No.: 118
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We present a space-time abstraction for the sketch-based design of character animation. It allows animators to draft a full coordinated motion using a single stroke called the space-time curve (STC). From the STC we compute a dynamic line of action ...
Realtime style transfer for unlabeled heterogeneous human motion
Shihong Xia, Congyi Wang, Jinxiang Chai, Jessica Hodgins
Article No.: 119
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This paper presents a novel solution for realtime generation of stylistic human motion that automatically transforms unlabeled, heterogeneous motion data into new styles. The key idea of our approach is an online learning algorithm that automatically ...
Dyna: a model of dynamic human shape in motion
Gerard Pons-Moll, Javier Romero, Naureen Mahmood, Michael J. Black
Article No.: 120
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To look human, digital full-body avatars need to have soft-tissue deformations like those of real people. We learn a model of soft-tissue deformations from examples using a high-resolution 4D capture system and a method that accurately registers a template ...
SESSION: Sampling & filtering
Session details: Sampling & filtering
Jaroslav Krivanek
Adaptive rendering with linear predictions
Bochang Moon, Jose A. Iglesias-Guitian, Sung-Eui Yoon, Kenny Mitchell
Article No.: 121
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We propose a new adaptive rendering algorithm that enhances the performance of Monte Carlo ray tracing by reducing the noise, i.e., variance, while preserving a variety of high-frequency edges in rendered images through a novel prediction based reconstruction. ...
A machine learning approach for filtering Monte Carlo noise
Nima Khademi Kalantari, Steve Bako, Pradeep Sen
Article No.: 122
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The most successful approaches for filtering Monte Carlo noise use feature-based filters (e.g., cross-bilateral and cross non-local means filters) that exploit additional scene features such as world positions and shading normals. However, their main ...
Gradient-domain path tracing
Markus Kettunen, Marco Manzi, Miika Aittala, Jaakko Lehtinen, Frédo Durand, Matthias Zwicker
Article No.: 123
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We introduce gradient-domain rendering for Monte Carlo image synthesis. While previous gradient-domain Metropolis Light Transport sought to distribute more samples in areas of high gradients, we show, in contrast, that estimating image gradients is also ...
Variance analysis for Monte Carlo integration
Adrien Pilleboue, Gurprit Singh, David Coeurjolly, Michael Kazhdan, Victor Ostromoukhov
Article No.: 124
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We propose a new spectral analysis of the variance in Monte Carlo integration, expressed in terms of the power spectra of the sampling pattern and the integrand involved. We build our framework in the Euclidean space using Fourier tools and on the sphere ...
SESSION: Sketching & surfacing
Session details: Sketching & surfacing
Etienne Vouga
Single-view hair modeling using a hairstyle database
Liwen Hu, Chongyang Ma, Linjie Luo, Hao Li
Article No.: 125
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Human hair presents highly convoluted structures and spans an extraordinarily wide range of hairstyles, which is essential for the digitization of compelling virtual avatars but also one of the most challenging to create. Cutting-edge hair modeling techniques ...
SecondSkin: sketch-based construction of layered 3D models
Chris De Paoli, Karan Singh
Article No.: 126
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SecondSkin is a sketch-based modeling system focused on the creation of structures comprised of layered, shape interdependent 3D volumes. Our approach is built on three novel insights gleaned from an analysis of representative artist sketches. ...
Flow aligned surfacing of curve networks
Hao Pan, Yang Liu, Alla Sheffer, Nicholas Vining, Chang-Jian Li, Wenping Wang
Article No.: 127
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We propose a new approach for automatic surfacing of 3D curve networks, a long standing computer graphics problem which has garnered new attention with the emergence of sketch based modeling systems capable of producing such networks. Our approach is ...
Topology-constrained surface reconstruction from cross-sections
Ming Zou, Michelle Holloway, Nathan Carr, Tao Ju
Article No.: 128
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In this work we detail the first algorithm that provides topological control during surface reconstruction from an input set of planar cross-sections. Our work has broad application in a number of fields including surface modeling and biomedical image ...
SESSION: Computational printing
Session details: Computational printing
Tim Weyrich
MultiFab: a machine vision assisted platform for multi-material 3D printing
Pitchaya Sitthi-Amorn, Javier E. Ramos, Yuwang Wangy, Joyce Kwan, Justin Lan, Wenshou Wang, Wojciech Matusik
Article No.: 129
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We have developed a multi-material 3D printing platform that is high-resolution, low-cost, and extensible. The key part of our platform is an integrated machine vision system. This system allows for self-calibration of printheads, 3D scanning, and a ...
Color imaging and pattern hiding on a metallic substrate
Petar Pjanic, Roger D. Hersch
Article No.: 130
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We present a new approach for the reproduction of color images on a metallic substrate that look bright and colorful under specular reflection observation conditions and also look good under non-specular reflection observation conditions. We fit amounts ...
Computational hydrographic printing
Yizhong Zhang, Chunji Yin, Changxi Zheng, Kun Zhou
Article No.: 131
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Hydrographic printing is a well-known technique in industry for transferring color inks on a thin film to the surface of a manufactured 3D object. It enables high-quality coloring of object surfaces and works with a wide range of materials, but suffers ...
SESSION: Constraints, collisions & clarinets
Session details: Constraints, collisions & clarinets
Robert Bridson
Stable constrained dynamics
Maxime Tournier, Matthieu Nesme, Benjamin Gilles, François Faure
Article No.: 132
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We present a unification of the two main approaches to simulate deformable solids, namely elasticity and constraints. Elasticity accurately handles soft to moderately stiff objects, but becomes numerically hard as stiffness increases. Constraints efficiently ...
Air meshes for robust collision handling
Matthias Müller, Nuttapong Chentanez, Tae-Yong Kim, Miles Macklin
Article No.: 133
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We propose a new method for both collision detection and collision response geared towards handling complex deformable objects in close contact. Our method does not miss collision events between time steps and solves the challenging problem of untangling ...
Aerophones in flatland: interactive wave simulation of wind instruments
Andrew Allen, Nikunj Raghuvanshi
Article No.: 134
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We present the first real-time technique to synthesize full-bandwidth sounds for 2D virtual wind instruments. A novel interactive wave solver is proposed that synthesizes audio at 128,000Hz on commodity graphics cards. Simulating the wave equation captures ...
SESSION: Printing elasties
Session details: Printing elasties
Nobuyuki Umetani
Elastic textures for additive fabrication
Julian Panetta, Qingnan Zhou, Luigi Malomo, Nico Pietroni, Paolo Cignoni, Denis Zorin
Article No.: 135
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We introduce elastic textures: a set of parametric, tileable, printable, cubic patterns achieving a broad range of isotropic elastic material properties: the softest pattern is over a thousand times softer than the stiffest, and the Poisson's ...
Microstructures to control elasticity in 3D printing
Christian Schumacher, Bernd Bickel, Jan Rys, Steve Marschner, Chiara Daraio, Markus Gross
Article No.: 136
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We propose a method for fabricating deformable objects with spatially varying elasticity using 3D printing. Using a single, relatively stiff printer material, our method designs an assembly of small-scale microstructures that have the effect of a softer ...
By-example synthesis of structurally sound patterns
Jérémie Dumas, An Lu, Sylvain Lefebvre, Jun Wu, Christian Dick
Article No.: 137
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Several techniques exist to automatically synthesize a 2D image resembling an input exemplar texture. Most of the approaches optimize a new image so that the color neighborhoods in the output closely match those in the input, across all scales. In this ...
Design and fabrication of flexible rod meshes
Jesús Pérez, Bernhard Thomaszewski, Stelian Coros, Bernd Bickel, José A. Canabal, Robert Sumner, Miguel A. Otaduy
Article No.: 138
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We present a computational tool for fabrication-oriented design of flexible rod meshes. Given a deformable surface and a set of deformed poses as input, our method automatically computes a printable rod mesh that, once manufactured, closely matches the ...
SESSION: Perception & color
Session details: Perception & color
Piotr Didyk
Palette-based photo recoloring
Huiwen Chang, Ohad Fried, Yiming Liu, Stephen DiVerdi, Adam Finkelstein
Article No.: 139
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Image editing applications offer a wide array of tools for color manipulation. Some of these tools are easy to understand but offer a limited range of expressiveness. Other more powerful tools are time consuming for experts and inscrutable to novices. ...
SESSION: Meshful thinking
Session details: Meshful thinking
Daniele Panozzo
3DFlow: continuous summarization of mesh editing workflows
Jonathan D. Denning, Valentina Tibaldo, Fabio Pellacini
Article No.: 140
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Mesh editing software is improving, allowing skilled artists to create detailed meshes efficiently. For a variety of reasons, artists are interested in sharing not just their final mesh but also their whole workflow, though the common media for sharing ...
Practical hex-mesh optimization via edge-cone rectification
Marco Livesu, Alla Sheffer, Nicholas Vining, Marco Tarini
Article No.: 141
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The usability of hexahedral meshes depends on the degree to which the shape of their elements deviates from a perfect cube; a single concave, or inverted element makes a mesh unusable. While a range of methods exist for discretizing 3D objects ...
Hexahedral mesh re-parameterization from aligned base-complex
Xifeng Gao, Zhigang Deng, Guoning Chen
Article No.: 142
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Recently, generating a high quality all-hex mesh of a given volume has gained much attention. However, little, if any, effort has been put into the optimization of the hex-mesh structure, which is equally important to the local element quality of a hex-mesh ...
Dyadic T-mesh subdivision
Denis Kovacs, Justin Bisceglio, Denis Zorin
Article No.: 143
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Meshes with T-joints (T-meshes) and related high-order surfaces have many advantages in situations where flexible local refinement is needed. At the same time, designing subdivision rules and bases for T-meshes is much more difficult, and fewer options ...
SESSION: Scalable graphics
Session details: Scalable graphics
Elmar Eisemann
Lillicon: using transient widgets to create scale variations of icons
Gilbert Louis Bernstein, Wilmot Li
Article No.: 144
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Good icons are legible, and legible icons are scale-dependent. Experienced icon designers use a set of common strategies to create legible scale variations of icons, but executing those strategies with current tools can be challenging. In part, this ...
Vector graphics animation with time-varying topology
Boris Dalstein, Rémi Ronfard, Michiel van de Panne
Article No.: 145
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We introduce the Vector Animation Complex (VAC), a novel data structure for vector graphics animation, designed to support the modeling of time-continuous topological events. This allows features of a connected drawing to merge, split, appear, or disappear ...
Accelerating vector graphics rendering using the graphics hardware pipeline
Vineet Batra, Mark J. Kilgard, Harish Kumar, Tristan Lorach
Article No.: 146
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We describe our successful initiative to accelerate Adobe Illustrator with the graphics hardware pipeline of modern GPUs. Relying on OpenGL 4.4 plus recent OpenGL extensions for advanced blend modes and first-class GPU-accelerated path rendering, we ...
Piko: a framework for authoring programmable graphics pipelines
Anjul Patney, Stanley Tzeng, Kerry A. Seitz, Jr., John D. Owens
Article No.: 147
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We present Piko, a framework for designing, optimizing, and retargeting implementations of graphics pipelines on multiple architectures. Piko programmers express a graphics pipeline by organizing the computation within each stage into spatial bins and ...
SESSION: Simulating with surfaces
Session details: Simulating with surfaces
Andrew Selle
Fast grid-free surface tracking
Nuttapong Chentanez, Matthias Müller, Miles Macklin, Tae-Yong Kim
Article No.: 148
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We present a novel explicit surface tracking method. Its main advantage over existing approaches is the fact that it is both completely grid-free and fast which makes it ideal for the use in large unbounded domains. A further advantage is that its running ...
Double bubbles sans toil and trouble: discrete circulation-preserving vortex sheets for soap films and foams
Fang Da, Christopher Batty, Chris Wojtan, Eitan Grinspun
Article No.: 149
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Simulating the delightful dynamics of soap films, bubbles, and foams has traditionally required the use of a fully three-dimensional many-phase Navier-Stokes solver, even though their visual appearance is completely dominated by the thin liquid surface. ...
Simulating rigid body fracture with surface meshes
Yufeng Zhu, Robert Bridson, Chen Greif
Article No.: 150
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We present a new brittle fracture simulation method based on a boundary integral formulation of elasticity and recent explicit surface mesh evolution algorithms. Unlike prior physically-based simulations in graphics, this avoids the need for volumetric ...
High-resolution brittle fracture simulation with boundary elements
David Hahn, Chris Wojtan
Article No.: 151
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We present a method for simulating brittle fracture under the assumptions of quasi-static linear elastic fracture mechanics (LEFM). Using the boundary element method (BEM) and Lagrangian crack-fronts, we produce highly detailed fracture surfaces. The ...
SESSION: Lightfields
Session details: Lightfields
Gordon Wetzstein
Improving light field camera sample design with irregularity and aberration
Li-Yi Wei, Chia-Kai Liang, Graham Myhre, Colvin Pitts, Kurt Akeley
Article No.: 152
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Conventional camera designs usually shun sample irregularities and lens aberrations. We demonstrate that such irregularities and aberrations, when properly applied, can improve the quality and usability of light field cameras. Examples include spherical ...

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