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Seminal Graphics Papers: Pushing the Boundaries, Volume 2August 2023
  • Editor:
  • Mary C. Whitton
Publisher:
  • Association for Computing Machinery
  • New York
  • NY
  • United States
ISBN:979-8-4007-0897-8
Published:02 August 2023
Pages:
893
Reflects downloads up to 28 Jan 2025Bibliometrics
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Abstract

When we began planning how to celebrate 50 years of SIGGRAPH Conferences, there was unanimous agreement that one of the projects should be publishing a second volume of Seminal Graphics Papers. The first volume was published in 1998 as part of the celebration of the 25th SIGGRAPH conference. Seminal Graphics Papers Volume 2, perhaps more than any other activity undertaken in this milestone year, celebrates ACM SIGGRAPH's origins and continued success as a Technical and Professional Society. This collection of papers typifies the ground-breaking research that has been the conference's hallmark since 1974. A quick scan of the chapter and the paper titles shows just how far SIGGRAPH research has pushed the boundaries of our discipline and contributed to its evolution.

The ACM Digital Library team has been supportive of this Seminal Graphics Papers project from the beginning. I am pleased to let you know that both Volumes 1 and 2 of Seminal Graphics Papers are freely available from the ACM Digital Library at these URLs:

Volume 1: https://dl.acm.org/doi/book/10.1145/280811

Volume 2: https://dl.acm.org/doi/book/10.1145/3596711

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chapter
Introduction

It is hard to believe that SIGGRAPH Conferences have been taking place for 50 years already. When I was asked to chair a committee to select seminal papers, I gladly accepted. It gave me an opportunity to walk down memory lane and revisit the remarkable ...

SECTION: Graphics Architecture
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The Reyes image rendering architecture
Article No.: 1, Pages 3–10https://doi.org/10.1145/3596711.3596713

An architecture is presented for fast high-quality rendering of complex images. All objects are reduced to common world-space geometric entities called micropolygons, and all of the shading and visibility calculations operate on these micropolygons. ...

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Pixel-planes 5: A Heterogeneous Multiprocessor Graphics System Using Processor-Enhanced Memories
Article No.: 2, Pages 11–20https://doi.org/10.1145/3596711.3596714

This paper introduces the architecture and initial algorithms for Pixel-Planes 5, a heterogeneous multi-computer designed both for high-speed polygon and sphere rendering (1M Phong-shaded triangles/second) and for supporting algorithm and application ...

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Reality Engine Graphics
Article No.: 3, Pages 21–28https://doi.org/10.1145/3596711.3596715

The RealityEngineTM graphics system is the first of a new generation of systems designed primarily to render texture mapped, antialiased polygons. This paper describes the architecture of the RealityEngine graphics system, then justifies some of the ...

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Brook for GPUs: Stream Computing on Graphics Hardware
Article No.: 4, Pages 29–38https://doi.org/10.1145/3596711.3596716

In this paper, we present Brook for GPUs, a system for general-purpose computation on programmable graphics hardware. Brook extends C to include simple data-parallel constructs, enabling the use of the GPU as a streaming co-processor. We present a ...

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High Dynamic Range Display Systems
Article No.: 5, Pages 39–47https://doi.org/10.1145/3596711.3596717

The dynamic range of many real-world environments exceeds the capabilities of current display technology by several orders of magnitude. In this paper we discuss the design of two different display systems that are capable of displaying images with a ...

SECTION: User Interaction
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Surround-Screen Projection-Based Virtual Reality: The Design and Implementation of the CAVE
Article No.: 6, Pages 51–58https://doi.org/10.1145/3596711.3596718

This paper describes the CAVE (CAVE Automatic Virtual Environment) virtual reality/scientific visualization system in detail and demonstrates that projection technology applied to virtual-reality goals achieves a system that matches the quality of ...

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Toolglass and Magic Lenses: The See-Through Interface
Article No.: 7, Pages 59–66https://doi.org/10.1145/3596711.3596719

ToolglassTM widgets are new user interface tools that can appear, as though on a transparent sheet of glass, between an application and a traditional cursor. They can be positioned with one hand while the other positions the cursor. The widgets provide ...

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SKETCH: An Interface for Sketching 3D Scenes
Article No.: 8, Pages 67–72https://doi.org/10.1145/3596711.3596720

Sketching communicates ideas rapidly through approximate visual images with low overhead (pencil and paper), no need for precision or specialized knowledge, and ease of low-level correction and revision. In contrast, most 3D computer modeling systems ...

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Design Galleries: A General Approach to Setting Parameters for Computer Graphics and Animation
Article No.: 9, Pages 73–84https://doi.org/10.1145/3596711.3596721

Image rendering maps scene parameters to output pixel values; animation maps motion-control parameters to trajectory values. Because these mapping functions are usually multidimensional, nonlinear, and discontinuous, finding input parameters that yield ...

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Teddy: A Sketching Interface for 3D Freeform Design
Article No.: 10, Pages 85–92https://doi.org/10.1145/3596711.3596722

We present a sketching interface for quickly and easily designing freeform models such as stuffed animals and other rotund objects. The user draws several 2D freeform strokes interactively on the screen and the system automatically constructs plausible ...

SECTION: Geometry
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Surface Reconstruction from Unorganized Points
Article No.: 11, Pages 95–102https://doi.org/10.1145/3596711.3596723

We describe and demonstrate an algorithm that takes as input an unorganized set of points {x<sub>l</sub>, . . . . x<sub>n</sub>} ⊂ R<sup>3</sup> on or near an unknown manifold M, and produces as output a simplicial ...

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A Signal Processing Approach To Fair Surface Design
Article No.: 12, Pages 103–110https://doi.org/10.1145/3596711.3596724

In this paper we describe a new tool for interactive free-form fair surface design. By generalizing classical discrete Fourier analysis to two-dimensional discrete surface signals - functions defined on polyhedral surfaces of arbitrary topology -, we ...

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Progressive Meshes
Article No.: 13, Pages 111–120https://doi.org/10.1145/3596711.3596725

Highly detailed geometric models are rapidly becoming common-place in computer graphics. These models, often represented as complex triangle meshes, challenge rendering performance, transmission bandwidth, and storage capacities. This paper introduces ...

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A Volumetric Method for Building Complex Models from Range Images
Article No.: 14, Pages 121–130https://doi.org/10.1145/3596711.3596726

A number of techniques have been developed for reconstructing surfaces by integrating groups of aligned range images. A desirable set of properties for such algorithms includes: incremental updating, representation of directional uncertainty, the ...

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Surface Simplification Using Quadric Error Metrics
Article No.: 15, Pages 131–138https://doi.org/10.1145/3596711.3596727

Many applications in computer graphics require complex, highly detailed models. However, the level of detail actually necessary may vary considerably. To control processing time, it is often desirable to use approximations in place of excessively ...

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Exact Evaluation of Catmull-Clark Subdivision Surfaces at Arbitrary Parameter Values
Article No.: 16, Pages 139–148https://doi.org/10.1145/3596711.3596728

In this paper we disprove the belief widespread within the computer graphics community that Catmull-Clark subdivision surfaces cannot be evaluated directly without explicitly subdividing. We show that the surface and all its derivatives can be evaluated ...

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Implicit Fairing of Irregular Meshes using Diffusion and Curvature Flow
Article No.: 17, Pages 149–156https://doi.org/10.1145/3596711.3596729

In this paper, we develop methods to rapidly remove rough features from irregularly triangulated data intended to portray a smooth surface. The main task is to remove undesirable noise and uneven edges while retaining desirable geometric features. The ...

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A Morphable Model For The Synthesis Of 3D Faces
Article No.: 18, Pages 157–164https://doi.org/10.1145/3596711.3596730

In this paper, a new technique for modeling textured 3D faces is introduced. 3D faces can either be generated automatically from one or more photographs, or modeled directly through an intuitive user interface. Users are assisted in two key problems of ...

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As-Rigid-As-Possible Shape Interpolation
Article No.: 19, Pages 165–172https://doi.org/10.1145/3596711.3596731

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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Adaptively Sampled Distance Fields: A General Representation of Shape forComputer Graphics
Article No.: 20, Pages 173–178https://doi.org/10.1145/3596711.3596732

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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The Digital Michelangelo Project: 3D Scanning of Large Statues
Article No.: 21, Pages 179–192https://doi.org/10.1145/3596711.3596733

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 ...

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Least squares conformal maps for automatic texture atlas generation
Article No.: 22, Pages 193–202https://doi.org/10.1145/3596711.3596734

A Texture Atlas is an efficient color representation for 3D Paint Systems. The model to be textured is decomposed into charts homeomorphic to discs, each chart is parameterized, and the unfolded charts are packed in texture space. Existing texture atlas ...

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Modeling by Example
Article No.: 23, Pages 203–214https://doi.org/10.1145/3596711.3596735

In this paper, we investigate a data-driven synthesis approach to constructing 3D geometric surface models. We provide methods with which a user can search a large database of 3D meshes to find parts of interest, cut the desired parts out of the meshes ...

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Deformation Transfer for Triangle Meshes
Article No.: 24, Pages 215–221https://doi.org/10.1145/3596711.3596736

Deformation transfer applies the deformation exhibited by a source triangle mesh onto a different target triangle mesh. Our approach is general and does not require the source and target to share the same number of vertices or triangles, or to have ...

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Mean Value Coordinates for Closed Triangular Meshes
Article No.: 25, Pages 223–228https://doi.org/10.1145/3596711.3596737

Constructing a function that interpolates a set of values defined at vertices of a mesh is a fundamental operation in computer graphics. Such an interpolant has many uses in applications such as shading, parameterization and deformation. For closed ...

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Procedural Modeling of Buildings
Article No.: 26, Pages 229–238https://doi.org/10.1145/3596711.3596738

CGA shape, a novel shape grammar for the procedural modeling of CG architecture, produces building shells with high visual quality and geometric detail. It produces extensive architectural models for computer games and movies, at low cost. Context ...

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Geometric Modeling with Conical Meshes and Developable Surfaces
Article No.: 27, Pages 239–247https://doi.org/10.1145/3596711.3596739

In architectural freeform design, the relation between shape and fabrication poses new challenges and requires more sophistication from the underlying geometry. The new concept of conical meshes satisfies central requirements for this application: They ...

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Mixed-Integer Quadrangulation
Article No.: 28, Pages 249–258https://doi.org/10.1145/3596711.3596740

We present a novel method for quadrangulating a given triangle mesh. After constructing an as smooth as possible symmetric cross field satisfying a sparse set of directional constraints (to capture the geometric structure of the surface), the mesh is ...

SECTION: Rendering
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A Ray Tracing Solution for Diffuse Interreflection
Article No.: 29, Pages 261–268https://doi.org/10.1145/3596711.3596741

An efficient ray tracing method is presented for calculating interreflections between surfaces with both diffuse and specular components. A Monte Carlo technique computes the indirect contributions to illuminance at locations chosen by the rendering ...

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A Language for Shading and Lighting Calculations
Article No.: 30, Pages 269–278https://doi.org/10.1145/3596711.3596742

A shading language provides a means to extend the shading and lighting formulae used by a rendering system. This paper discusses the design of a new shading language based on previous work of Cook and Perlin. This language has various types of shaders ...

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Reflection from Layered Surfaces due to Subsurface Scattering
Article No.: 31, Pages 279–288https://doi.org/10.1145/3596711.3596743

The reflection of light from most materials consists of two major terms: the specular and the diffuse. Specular reflection may be modeled from first principles by considering a rough surface consisting of perfect reflectors, or micro-facets. Diffuse ...

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Metropolis Light Transport
Article No.: 32, Pages 289–300https://doi.org/10.1145/3596711.3596744

We present a new Monte Carlo method for solving the light transport problem, inspired by the Metropolis sampling method in computational physics. To render an image, we generate a sequence of light transport paths by randomly mutating a single current ...

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Efficient Simulation of Light Transport in Scenes with Participating Media Using Photon Maps
Article No.: 33, Pages 301–310https://doi.org/10.1145/3596711.3596745

This paper presents a new method for computing global illumination in scenes with participating media. The method is based on bidirectional Monte Carlo ray tracing and uses photon maps to increase efficiency and reduce noise. We remove previous ...

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Deep Shadow Maps
Article No.: 34, Pages 311–318https://doi.org/10.1145/3596711.3596746

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 of the ...

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A Practical Model for Subsurface Light Transport
Article No.: 35, Pages 319–326https://doi.org/10.1145/3596711.3596747

This paper introduces a simple model for subsurface light transport in translucent materials. The model enables efficient simulation of effects that BRDF models cannot capture, such as color bleeding within materials and diffusion of light across shadow ...

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A Signal-Processing Framework for Inverse Rendering
Article No.: 36, Pages 327–338https://doi.org/10.1145/3596711.3596748

Realism in computer-generated images requires accurate input models for lighting, textures and BRDFs. One of the best ways of obtaining high-quality data is through measurements of scene attributes from real photographs by inverse rendering. However, ...

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Precomputed Radiance Transfer for Real-Time Rendering in Dynamic, Low-Frequency Lighting Environments
Article No.: 37, Pages 339–348https://doi.org/10.1145/3596711.3596749

We present a new, real-time method for rendering diffuse and glossy objects in low-frequency lighting environments that captures soft shadows, interreflections, and caustics. As a preprocess, a novel global transport simulator creates functions over the ...

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A Data-Driven Reflectance Mode
Article No.: 38, Pages 349–359https://doi.org/10.1145/3596711.3596750

We present a generative model for isotropic bidirectional reflectance distribution functions (BRDFs) based on acquired reflectance data. Instead of using analytical reflectance models, we represent each BRDF as a dense set of measurements. This allows ...

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Decoupling Algorithms from Schedules for Easy Optimization of Image Processing Pipelines
Article No.: 39, Pages 361–372https://doi.org/10.1145/3596711.3596751

Using existing programming tools, writing high-performance image processing code requires sacrificing readability, portability, and modularity. We argue that this is a consequence of conflating what computations define the algorithm, with decisions ...

SECTION: Non-Photorealistic Rendering and Visualization
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Imaging Vector Fields Using Line Integral Convolution
Article No.: 40, Pages 375–382https://doi.org/10.1145/3596711.3596752

Imaging vector fields has applications in science, art, image processing and special effects. An effective new approach is to use linear and curvilinear filtering techniques to locally blur textures along a vector field. This approach builds on several ...

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Computer-Generated Pen-and-Ink Illustration
Article No.: 41, Pages 383–392https://doi.org/10.1145/3596711.3596753

This paper describes the principles of traditional pen-and-ink illustration, and shows how a great number of them can be implemented as part of an automated rendering system. It introduces ''stroke textures,'' which can be used for achieving both ...

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Interactive Pen-and-Ink Illustration
Article No.: 42, Pages 393–400https://doi.org/10.1145/3596711.3596754

We present an interactive system for creating pen-and-ink illustrations. The system uses stroke textures-collections of strokes arranged in different patterns-to generate texture and tone. The user "paints" with a desired stroke texture to achieve a ...

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Suggestive Contours for Conveying Shape
Article No.: 43, Pages 401–408https://doi.org/10.1145/3596711.3596755

In this paper, we describe a non-photorealistic rendering system that conveys shape using lines. We go beyond contours and creases by developing a new type of line to draw: the suggestive contour. Suggestive contours are lines drawn on clearly visible ...

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Where Do People Draw Lines?
Article No.: 44, Pages 409–419https://doi.org/10.1145/3596711.3596756

This paper presents the results of a study in which artists made line drawings intended to convey specific 3D shapes. The study was designed so that drawings could be registered with rendered images of 3D models, supporting an analysis of how well the ...

SECTION: Imaging and Vision
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View Interpolation for Image Synthesis
Article No.: 45, Pages 423–432https://doi.org/10.1145/3596711.3596757

Image-space simplifications have been used to accelerate the calculation of computer graphic images since the dawn of visual simulation. Texture mapping has been used to provide a means by which images may themselves be used as display primitives. The ...

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Plenoptic Modeling: An Image-Based Rendering System
Article No.: 46, Pages 433–440https://doi.org/10.1145/3596711.3596758

Image-based rendering is a powerful new approach for generating real-time photorealistic computer graphics. It can provide convincing animations without an explicit geometric representation. We use the "plenoptic function" of Adelson and Bergen to ...

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Light Field Rendering
Article No.: 47, Pages 441–452https://doi.org/10.1145/3596711.3596759

A number of techniques have been proposed for flying through scenes by redisplaying previously rendered or digitized views. Techniques have also been proposed for interpolating between views by warping input images, using depth information or ...

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The Lumigraph
Article No.: 48, Pages 453–464https://doi.org/10.1145/3596711.3596760

This paper discusses a new method for capturing the complete appearance of bothsynthetic and real world objects and scenes,representing this information, and then using this representation to render images of the object from new camera positions. Unlike ...

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Modeling and Rendering Architecture from Photographs: A hybrid geometry- and image-based approach
Article No.: 49, Pages 465–474https://doi.org/10.1145/3596711.3596761

We present a new approach for modeling and rendering existing architectural scenes from a sparse set of still photographs. Our modeling approach, which combines both geometry-based and imagebased techniques, has two components. The first component is a ...

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Acquiring the Reflectance Field of a Human Face
Article No.: 50, Pages 475–486https://doi.org/10.1145/3596711.3596762

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 ...

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Surface Light Fields for 3D Photography
Article No.: 51, Pages 487–496https://doi.org/10.1145/3596711.3596763

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 a framework for ...

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Unstructured Lumigraph Rendering
Article No.: 52, Pages 497–504https://doi.org/10.1145/3596711.3596764

We describe an image based rendering approach that generalizes many current image based rendering algorithms, including light field rendering and view-dependent texture mapping. In particular, it allows for lumigraph-style rendering from a set of input ...

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Fast Separation of Direct and Global Components of a Scene Using High Frequency Illumination
Article No.: 53, Pages 505–514https://doi.org/10.1145/3596711.3596765

We present fast methods for separating the direct and global illumination components of a scene measured by a camera and illuminated by a light source. In theory, the separation can be done with just two images taken with a high frequency binary ...

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Photo tourism: exploring photo collections in 3D
Article No.: 54, Pages 515–526https://doi.org/10.1145/3596711.3596766

We present a system for interactively browsing and exploring large unstructured collections of photographs of a scene using a novel 3D interface. Our system consists of an image-based modeling front end that automatically computes the viewpoint of each ...

SECTION: Image Editing
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Feature-Based Image Metamorphosis
Article No.: 55, Pages 529–536https://doi.org/10.1145/3596711.3596767

A new technique is presented for the metamorphosis of one digital image into another. The approach gives the animator high-level control of the visual effect by providing natural feature-based specification and interaction. When used effectively, this ...

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Environment Matting and Compositing
Article No.: 56, Pages 537–546https://doi.org/10.1145/3596711.3596768

This paper introduces a new process, environment matting, which captures not just a foreground object and its traditional opacity matte from a real-world scene, but also a description of how that object refracts and reflects light, which we call an ...

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Video Textures
Article No.: 57, Pages 557–570https://doi.org/10.1145/3596711.3596769

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 frames of a ...

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Image Analogies
Article No.: 58, Pages 557–570https://doi.org/10.1145/3596711.3596770

This paper describes a new framework for processing images by example, called "image analogies."based on scanned real-world examples; and texture-by-numbers, in which realistic scenes, composed of a variety of textures, are created using a simple ...

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Image Quilting for Texture Synthesis and Transfer
Article No.: 59, Pages 571–576https://doi.org/10.1145/3596711.3596771

We present a simple image-based method of generating novel visual appearance in which a new image is synthesized by stitching together small patches of existing images. We call this process image quilting. First, we use quilting as a fast and very ...

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Poisson Image Editing
Article No.: 60, Pages 577–582https://doi.org/10.1145/3596711.3596772

Using generic interpolation machinery based on solving Poisson equations, a variety of novel tools are introduced for seamless editing of image regions. The first set of tools permits the seamless importation of both opaque and transparent source image ...

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Graphcut Textures: Image and Video Synthesis Using Graph Cuts
Article No.: 61, Pages 583–592https://doi.org/10.1145/3596711.3596773

In this paper we introduce a new algorithm for image and video texture synthesis. In our approach, patch regions from a sample image or video are transformed and copied to the output and then stitched together along optimal seams to generate a new (and ...

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GrabCut: Interactive Foreground Extraction Using Iterated Graph Cuts
Article No.: 62, Pages 593–598https://doi.org/10.1145/3596711.3596774

The problem of efficient, interactive foreground/background segmentation in still images is of great practical importance in image editing. Classical image segmentation tools use either texture (colour) information, e.g. Magic Wand, or edge (contrast) ...

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Interactive Digital Photomontage
Article No.: 63, Pages 599–607https://doi.org/10.1145/3596711.3596775

We describe an interactive, computer-assisted framework for combining parts of a set of photographs into a single composite picture, a process we call "digital photomontage." Our framework makes use of two techniques primarily: graph-cut optimization, ...

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Seam Carving for Content-Aware Image Resizing
Article No.: 64, Pages 609–617https://doi.org/10.1145/3596711.3596776

Effective resizing of images should not only use geometric constraints, but consider the image content as well. We present a simple image operator called seam carving that supports content-aware image resizing for both reduction and expansion. A seam is ...

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PatchMatch: A Randomized Correspondence Algorithm for Structural Image Editing
Article No.: 65, Pages 619–629https://doi.org/10.1145/3596711.3596777

This paper presents interactive image editing tools using a new randomized algorithm for quickly finding approximate nearestneighbor matches between image patches. Previous research in graphics and vision has leveraged such nearest-neighbor searches to ...

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Content-Preserving Warps for 3D Video Stabilization
Article No.: 66, Pages 631–639https://doi.org/10.1145/3596711.3596778

We describe a technique that transforms a video from a hand-held video camera so that it appears as if it were taken with a directed camera motion. Our method adjusts the video to appear as if it were taken from nearby viewpoints, allowing 3D camera ...

SECTION: Computational Photography
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Recovering High Dynamic Range Radiance Maps from Photographs
Article No.: 67, Pages 643–652https://doi.org/10.1145/3596711.3596779

We present a method of recovering high dynamic range radiance maps from photographs taken with conventional imaging equipment. In our method, multiple photographs of the scene are taken with different amounts of exposure. Our algorithm uses these ...

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Creating Full View Panoramic Image Mosaics and Environment Maps
Article No.: 68, Pages 653–660https://doi.org/10.1145/3596711.3596780

This paper presents a novel approach to creating full viewpanoramic mosaics from image sequences. Unlike current panoramic stitching methods, which usually require pure horizontal camera panning, our system does not require any controlled motions or ...

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Photographic Tone Reproduction for Digital Images
Article No.: 69, Pages 661–670https://doi.org/10.1145/3596711.3596781

A classic photographic task is the mapping of the potentially high dynamic range of real world luminances to the low dynamic range of the photographic print. This tone reproduction problem is also faced by computer graphics practitioners who map digital ...

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Gradient Domain High Dynamic Range Compression
Article No.: 70, Pages 671–678https://doi.org/10.1145/3596711.3596782

We present a new method for rendering high dynamic range images on conventional displays. Our method is conceptually simple, computationally efficient, robust, and easy to use. We manipulate the gradient field of the luminance image by attenuating the ...

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Scene Completion Using Millions of Photographs
Article No.: 71, Pages 679–685https://doi.org/10.1145/3596711.3596783

What can you do with a million images? In this paper we present a new image completion algorithm powered by a huge database of photographs gathered from the Web. The algorithm patches up holes in images by finding similar image regions in the database ...

SECTION: Animation
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Spacetime Constraints
Article No.: 72, Pages 689–698https://doi.org/10.1145/3596711.3596784

Spacetime constraints are a new method for creating character animation. The animator specifies what the character has to do, for instance, ''jump from here to there, clearing a hurdle in between;" how the motion should be performed, for instance "don't ...

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Seminal Paper
Evolving Virtual Creatures
Article No.: 73, Pages 699–706https://doi.org/10.1145/3596711.3596785

This paper describes a novel system for creating virtual creatures that move and behave in simulated three-dimensional physical worlds. The morphologies of creatures and the neural systems for controlling their muscle forces are both generated ...

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Seminal Paper
Seminal Paper
The Virtual Cinematographer: A Paradigm for Automatic Real-Time Camera Control and Directing
Article No.: 74, Pages 707–714https://doi.org/10.1145/3596711.3596786

This paper presents a paradigm for automatically generating complete camera specifications for capturing events in virtual 3D environments in real-time. We describe a fully implemented system, called the Virtual Cinematographer, and demonstrate its ...

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Seminal Paper
Seminal Paper
Video Rewrite: Driving Visual Speech with Audio
Article No.: 75, Pages 715–722https://doi.org/10.1145/3596711.3596787

Video Rewrite uses existing footage to create automatically new video of a person mouthing words that she did not speak in the original footage. This technique is useful in movie dubbing, for example, where the movie sequence can be modified to sync the ...

research-article
Seminal Paper
Seminal Paper
Motion Graphs
Article No.: 76, Pages 723–732https://doi.org/10.1145/3596711.3596788

In this paper we present a novel method for creating realistic, controllable motion. Given a corpus of motion capture data, we automatically construct a directed graph called a motion graph that encapsulates connections among the database. The motion ...

research-article
Seminal Paper
Seminal Paper
A Deep Learning Framework for Character Motion Synthesis and Editing
Article No.: 77, Pages 733–743https://doi.org/10.1145/3596711.3596789

We present a framework to synthesize character movements based on high level parameters, such that the produced movements respect the manifold of human motion, trained on a large motion capture dataset. The learned motion manifold, which is represented ...

SECTION: Physical Simulation
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Seminal Paper
Seminal Paper
Elastically Deformable Models
Article No.: 78, Pages 747–756https://doi.org/10.1145/3596711.3596790

The theory of elasticity describes deformable materials such as rubber, cloth, paper, and flexible metals. We employ elasticity theory to construct differential equations that model the behavior of non-rigid curves, surfaces, and solids as a function of ...

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Seminal Paper
Seminal Paper
OBBTree: A Hierarchical Structure for Rapid Interference Detection
Article No.: 79, Pages 757–766https://doi.org/10.1145/3596711.3596791

We present a data structure and an algorithm for efficient and exact interference detection amongst complex models undergoing rigid motion. The algorithm is applicable to all general polygonal models. It pre-computes a hierarchical representation of ...

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Seminal Paper
Seminal Paper
Large Steps in Cloth Simulation
Article No.: 80, Pages 767–778https://doi.org/10.1145/3596711.3596792

The bottle-neck in most cloth simulation systems is that time steps must be small to avoid numerical instability. This paper describes a cloth simulation system that can stably take large time steps. The simulation systemcouples a new technique for ...

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Seminal Paper
Seminal Paper
Stable Fluids
Article No.: 81, Pages 779–786https://doi.org/10.1145/3596711.3596793

Building animation tools for fluid-like motions is an important and challenging problem with many applications in computer graphics. The use of physics-based models for fluid flow can greatly assist in creating such tools. Physical models, unlike key ...

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Seminal Paper
Seminal Paper
Projective Dynamics: Fusing Constraint Projections for Fast Simulation
Article No.: 82, Pages 787–797https://doi.org/10.1145/3596711.3596794

We present a new method for implicit time integration of physical systems. Our approach builds a bridge between nodal Finite Element methods and Position Based Dynamics, leading to a simple, efficient, robust, yet accurate solver that supports many ...

SECTION: Modeling for Animation and Fabrication
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Seminal Paper
Seminal Paper
Subdivision Surfaces in Character Animation
Article No.: 83, Pages 801–810https://doi.org/10.1145/3596711.3596795

The creation of believable and endearing characters in computer graphics presents a number of technical challenges, including the modeling, animation and rendering of complex shapes such as heads, hands, and clothing. Traditionally, these shapes have ...

research-article
Seminal Paper
Seminal Paper
Pose Space Deformation: A Unified Approach to Shape Interpolation and Skeleton-Driven Deformation
Article No.: 84, Pages 811–818https://doi.org/10.1145/3596711.3596796

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 ...

research-article
Seminal Paper
Seminal Paper
SCAPE: Shape Completion and Animation of People
Article No.: 85, Pages 819–827https://doi.org/10.1145/3596711.3596797

We introduce the SCAPE method (Shape Completion and Animation for PEople)-a data-driven method for building a human shape model that spans variation in both subject shape and pose. The method is based on a representation that incorporates both ...

research-article
Seminal Paper
Seminal Paper
Design and Fabrication of Materials with Desired Deformation Behavior
Article No.: 86, Pages 829–838https://doi.org/10.1145/3596711.3596798

This paper introduces a data-driven process for designing and fabricating materials with desired deformation behavior. Our process starts with measuring deformation properties of base materials. For each base material we acquire a set of example ...

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Seminal Paper
Seminal Paper
Computational Design of Mechanical Characters
Article No.: 87, Pages 839–850https://doi.org/10.1145/3596711.3596799

We present an interactive design system that allows non-expert users to create animated mechanical characters. Given an articulated character as input, the user iteratively creates an animation by sketching motion curves indicating how different parts ...

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Seminal Paper
Seminal Paper
SMPL: A Skinned Multi-Person Linear Model
Article No.: 88, Pages 851–866https://doi.org/10.1145/3596711.3596800

We present a learned model of human body shape and posedependent shape variation that is more accurate than previous models and is compatible with existing graphics pipelines. Our Skinned Multi-Person Linear model (SMPL) is a skinned vertexbased model ...

Contributors
  • The University of North Carolina at Chapel Hill

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