No abstract available.
Visual simulation of smoke
In this paper, we propose a new approach to numerical smoke simulation for computer graphics applications. The method proposed here exploits physics unique to smoke in order to design a numerical method that is both fast and efficient on the relatively ...
Practical animation of liquids
We present a general method for modeling and animating liquids. The system is specifically designed for computer animation and handles viscous liquids as they move in a 3D environment and interact with graphics primitives such as parametric curves and ...
Dynamic real-time deformations using space & time adaptive sampling
This paper presents a robust, adaptive method for animating dynamic visco-elastic deformable objects that provides a guaranteed frame rate. Our approach uses a novel automatic space and time adaptive level of detail technique, in combination with a ...
Optimization-based animation
Current techniques for rigid body simulation run slowly on scenes with many bodies in close proximity. Each time two bodies collide or make or break a static contact, the simulator must interrupt the numerical integration of velocities and ...
Kizamu: a system for sculpting digital characters
This paper presents Kizamu, a computer-based sculpting system for creating digital characters for the entertainment industry. Kizamu incorporates a blend of new algorithms, significant technical advances, and novel user interaction paradigms into a ...
Feature sensitive surface extraction from volume data
The representation of geometric objects based on volumetric data structures has advantages in many geometry processing applications that require, e.g., fast surface interrogation or boolean operations such as intersection and union. However, surface ...
Reconstruction and representation of 3D objects with radial basis functions
We use polyharmonic Radial Basis Functions (RBFs) to reconstruct smooth, manifold surfaces from point-cloud data and to repair incomplete meshes. An object's surface is defined implicitly as the zero set of an RBF fitted to the given surface data. Fast ...
Reliable two-dimensional graphing methods for mathematical formulae with two free variables
This paper presents a series of new algorithms for reliably graphing two-dimensional implicit equations and inequalities. A clear standard for interpreting the graphs generated by two-dimensional graphing software is introduced and used to evaluate the ...
Scanning physical interaction behavior of 3D objects
- Dinesh K. Pai,
- Kees van den Doel,
- Doug L. James,
- Jochen Lang,
- John E. Lloyd,
- Joshua L. Richmond,
- Som H. Yau
We describe a system for constructing computer models of several aspects of physical interaction behavior, by scanning the response of real objects. The behaviors we can successfully scan and model include deformation response, contact textures for ...
Synthesizing bidirectional texture functions for real-world surfaces
In this paper, we present a novel approach to synthetically generating bidirectional texture functions (BTFs) of real-world surfaces. Unlike a conventional two-dimensional texture, a BTF is a six-dimensional function that describes the appearance of ...
Image-based rendering of diffuse, specular and glossy surfaces from a single image
In this paper, we present a new method to recover an approximation of the bidirectional reflectance distribution function (BRDF) of the surfaces present in a real scene. This is done from a single photograph and a 3D geometric model of the scene. The ...
A signal-processing framework for inverse rendering
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, ...
WireGL: a scalable graphics system for clusters
We describe WireGL, a system for scalable interactive rendering on a cluster of workstations. WireGL provides the familiar OpenGL API to each node in a cluster, virtualizing multiple graphics accelerators into a sort-first parallel renderer with a ...
Lightning-2: a high-performance display subsystem for PC clusters
- Gordon Stoll,
- Matthew Eldridge,
- Dan Patterson,
- Art Webb,
- Steven Berman,
- Richard Levy,
- Chris Caywood,
- Milton Taveira,
- Stephen Hunt,
- Pat Hanrahan
Clusters of PCs are increasingly popular as cost-effective platforms for supercomputer-class applications. Given recent performance improvements in graphics accelerators, clusters are similarly attractive for demanding graphics applications. We describe ...
A user-programmable vertex engine
In this paper we describe the design, programming interface, and implementation of a very efficient user-programmable vertex engine. The vertex engine of NVIDIA's GeForce3 GPU evolved from a highly tuned fixed-function pipeline requiring considerable ...
A real-time procedural shading system for programmable graphics hardware
Real-time graphics hardware is becoming programmable, but this programmable hardware is complex and difficult to use given current APIs. Higher-level abstractions would both increase programmer productivity and make programs more portable. However, it ...
Homomorphic factorization of BRDFs for high-performance rendering
A bidirectional reflectance distribution function (BRDF) describes how a material reflects light from its surface. To use arbitrary BRDFs in real-time rendering, a compression technique must be used to represent BRDFs using the available texture-mapping ...
Consistent mesh parameterizations
A basic element of Digital Geometry Processing algorithms is the establishment of a smooth parameterization for a given model. In this paper we propose an algorithm which establishes parameterizations for a set of models. The parameterizations are ...
Approximate Boolean operations on free-form solids
In this paper we describe a method for computing approximate results of boolcan operations (union, intersection, difference) applied to free-form solids bounded by multiresolution subdivision surfaces.
We present algorithms for generating a control mesh ...
Progressive compression for lossless transmission of triangle meshes
Lossless transmission of 3D meshes is a very challenging and timely problem for many applications, ranging from collaborative design to engineering. Additionally, frequent delays in transmissions call for progressive transmission in order for the end ...
Topology matching for fully automatic similarity estimation of 3D shapes
There is a growing need to be able to accurately and efficiently search visual data sets, and in particular, 3D shape data sets. This paper proposes a novel technique, called Topology Matching, in which similarity between polyhedral models is quickly, ...
Measuring and predicting visual fidelity
This paper is a study of techniques for measuring and predicting visual fidelity. As visual stimuli we use polygonal models, and vary their fidelity with two different model simplification algorithms. We also group the stimuli into two object types: ...
Perception-guided global illumination solution for animation rendering
We present a method for efficient global illumination computation in dynamic environments by taking advantage of temporal coherence of lighting distribution. The method is embedded in the framework of stochastic photon tracing and density estimation ...
Interactive stereoscopic display for three or more users
An ideal stereoscopic display system for multiple users is proposed. It allows three or more people to simultaneously observe individual stereoscopic image pairs from their own viewpoints. The system tracks the head positions of all of the users and ...
Rendering effective route maps: improving usability through generalization
Route maps, which depict a path from one location to another, have emerged as one of the most popular applications on the Web. Current computer-generated route maps, however, are often very difficult to use. In this paper we present a set of ...
Composable controllers for physics-based character animation
An ambitious goal in the area of physics-based computer animation is the creation of virtual actors that autonomously synthesize realistic human motions and possess a broad repertoire of lifelike motor skills. To this end, the control of dynamic, ...
Automating gait generation
One of the most routine actions humans perform is walking. To date, however, an automated tool for generating human gait is not available. This paper addresses the gait generation problem through three modular components. We present ElevWalker, a new ...
Expressive expression mapping with ratio images
Facial expressions exhibit not only facial feature motions, but also subtle changes in illumination and appearance (e.g., facial creases and wrinkles). These details are important visual cues, but they are difficult to synthesize. Traditional expression ...
Expression cloning
We present a novel approach to producing facial expression animations for new models. Instead of creating new facial animations from scratch for each new model created, we take advantage of existing animation data in the form of vertex motion vectors. ...
The use of positional information in the modeling of plants
We integrate into plant models three elements of plant representation identified as important by artists: posture (manifested in curved stems and elongated leaves), gradual variation of features, and the progression of the drawing process from overall ...
Cited By
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Hao L, Mo R, Niu W, Han Z, Yu H, Pu Y, Li C and Pan Z (2019). A two-tiered retrieval method of CAD model based on spectral theory and face code Tenth International Conference on Graphics and Image Processing (ICGIP 2018), 10.1117/12.2524208, 9781510628281, (59)
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Rogowitz B, Pappas T, de Ridder H, Morgenstern Y, Geisler W and Murray R (2015). The role of natural lighting diffuseness in human visual perception IS&T/SPIE Electronic Imaging, 10.1117/12.2086258, , (93940P), Online publication date: 17-Mar-2015.
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SPELIC D, NOVAK F and ZALIK B (2012). A Fast Method for the Alignment of the Displacement of Voxel Data, Advances in Electrical and Computer Engineering, 10.4316/aece.2012.02007, 12:2, (41-46),
Index Terms
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Recommendations
Acceptance Rates
| Year | Submitted | Accepted | Rate |
|---|---|---|---|
| SIGGRAPH '11 | 432 | 82 | 19% |
| SIGGRAPH '10 | 390 | 103 | 26% |
| SIGGRAPH '09 | 439 | 78 | 18% |
| SIGGRAPH '08 | 518 | 90 | 17% |
| SIGGRAPH '07 | 455 | 108 | 24% |
| SIGGRAPH '06 | 474 | 86 | 18% |
| SIGGRAPH '05 | 461 | 98 | 21% |
| SIGGRAPH '04 | 478 | 83 | 17% |
| SIGGRAPH '03 | 424 | 81 | 19% |
| SIGGRAPH '02 | 358 | 67 | 19% |
| SIGGRAPH '01 | 300 | 65 | 22% |
| SIGGRAPH '00 | 304 | 59 | 19% |
| SIGGRAPH '99 | 320 | 52 | 16% |
| SIGGRAPH '98 | 303 | 45 | 15% |
| SIGGRAPH '97 | 265 | 48 | 18% |
| SIGGRAPH '96 | 247 | 52 | 21% |
| SIGGRAPH '95 | 257 | 56 | 22% |
| SIGGRAPH '94 | 242 | 57 | 24% |
| SIGGRAPH '93 | 225 | 46 | 20% |
| SIGGRAPH '92 | 213 | 45 | 21% |
| SIGGRAPH '90 | 210 | 43 | 20% |
| SIGGRAPH '89 | 190 | 38 | 20% |
| SIGGRAPH '88 | 161 | 34 | 21% |
| SIGGRAPH '87 | 140 | 33 | 24% |
| SIGGRAPH '85 | 175 | 35 | 20% |
| SIGGRAPH '84 | 118 | 41 | 35% |
| SIGGRAPH '81 | 132 | 38 | 29% |
| SIGGRAPH '80 | 140 | 52 | 37% |
| SIGGRAPH '79 | 110 | 43 | 39% |
| SIGGRAPH '78 | 120 | 64 | 53% |
| Overall | 8,601 | 1,822 | 21% |




