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Beyond categories: dynamic qualitative analysis of visuospatial representation in arithmetic

AbstractVisuospatial representations of numbers and their relationships are widely used in mathematics education. These include drawn images, models constructed with concrete manipulatives, enactive/embodied forms, computer graphics, and more. This paper addresses the analytical limitations and ethical implications of methodologies that use broad categorizations of representations and argues the benefits of dynamic qualitative analysis of arithmetical-representational strategy across multiple semi-independent aspects of display, calculation, and interaction. It proposes an alternative methodological approach combining the structured organization of classification with the detailed nuance of description and describes a systematic but flexible framework for analysing nonstandard visuospatial representations of early arithmetic. This approach is intended for use by researchers or practitioners, for interpretation of multimodal and nonstandard visuospatial representations, and for identification of small differences in learners’ developing arithmetical-representational strategies, including changes over time. Application is illustrated using selected data from a microanalytic study of struggling students’ multiplication and division in scenario tasks.

IEEE Transactions on Visualization and Computer Graphics

Elements of the methodology of teaching vector graphics based on the free graphic editor libreoffice draw at the level of basic general education.

The article presents the methodology for teaching the theme "Creation and editing of vector graphic information" in basic school, which can be implemented both in full-time education and using distance learning technologies. The methodology is based on the use of the free vector graphic editor LibreOffice Draw and has been tested over several years in teaching vector computer graphics in the seventh grade in informatics course in full-time, as well as in a distance learning format in 2020. The authors substantiate the need to develop universal methods of teaching information technologies that are insensitive to the form of education (full-time or using distance educational technologies) based on the use of free software. Some principles of constructing a methodology for teaching vector graphics based on the new Federal State Educational Standard of Basic General Education are formulated. As the basic operating system used by the teacher, the domestic free operating system "Alt Education 9" is proposed. The article substantiates the choice of the graphic editor LibreOffice Draw as the optimal software tool to support teaching vector graphics in elementary school, formulates the criteria for choosing  LibreOffice Draw as a basic tool for studying computer graphics in grades 6–9 for the implementation of distance learning. A universal scheme for the implementation of a distance lesson in teaching information technology based on the use of free cross-platform software, in particular, teaching vector graphics, is proposed. 

The Mathematics of Smoothed Particle Hydrodynamics (SPH) Consistency

Since its inception Smoothed Particle Hydrodynamics (SPH) has been widely employed as a numerical tool in different areas of science, engineering, and more recently in the animation of fluids for computer graphics applications. Although SPH is still in the process of experiencing continual theoretical and technical developments, the method has been improved over the years to overcome some shortcomings and deficiencies. Its widespread success is due to its simplicity, ease of implementation, and robustness in modeling complex systems. However, despite recent progress in consolidating its theoretical foundations, a long-standing key aspect of SPH is related to the loss of particle consistency, which affects its accuracy and convergence properties. In this paper, an overview of the mathematical aspects of the SPH consistency is presented with a focus on the most recent developments.

EVALUATION OF THE RESULTS OF PEDAGOGICAL EXPERIMENTS AND TESTS OF DEVELOPMENT OF DESIGN COMPETENCIES OF FUTURE ENGINEERS WITH COMPUTER GRAPHICS

Graphic design understanding the application of computer graphics and image processing technology in graphic design to improve the employment rate of college graduates, illumination space: a feature space for radiance maps.

<p>From red sunsets to blue skies, the natural world contains breathtaking scenery with complex lighting which many computer graphics applications strive to emulate. Achieving such realism is a computationally challenging task and requires proficiency with rendering software. To aid in this process, radiance maps (RM) are a convenient storage structure for representing the real-world. In this form, it can be used to realistically illuminate synthetic objects or for backdrop replacement in chroma key compositing. An artist can also freely change a RM to another that better matches their desired lighting or background conditions. This motivates the need for a large collection of RMs such that an artist has a range of environmental conditions to choose from. Due to the practicality of RMs, databases of RMs have continually grown since its inception. However, a comprehensive collection of RMs is not useful without a method for searching through the collection.  This thesis defines a semantic feature space that allows an artist to interactively browse through databases of RMs, with applications for both lighting and backdrop replacement in mind. The set of features are automatically extracted from the RMs in an offline pre-processing step, and are queried in real-time for browsing. Illumination features are defined to concisely describe lighting properties of a RM, allowing an artist to find a RM to illuminate their target scene. Texture features are used to describe visual elements of a RM, allowing an artist to search the database for reflective or backdrop properties for their target scene. A combination of the two sets of features allows an artist to search for RMs with desirable illumination effects which match the background environment.</p>

THE DIFFUSENESS OF ILLUMINATION SUITABLE FOR REPRODUCING OBJECT SURFACE APPEARANCE USING COMPUTER GRAPHICS

The appearance of an object depends on its material, shape, and lighting. In particular, the diffuseness of the illumination has a significant effect on the appearance of material and surface texture. We investigated a diffuseness condition suitable for reproducing surface appearance using computer graphics. First, observers memorized the appearance and impression of objects by viewing pre-observation images rendered using various environment maps. Then they evaluated the appearance of the objects in test images rendered under different levels of diffuseness. As a result, moderate diffuseness conditions received a higher evaluation than low diffuseness conditions. This means that low or very high diffuseness unfamiliar in daily life is unsuitable for reproducing a faithful and ideal surface appearance. However, a particular material is difficult to memorize and evaluate its appearance. The results suggest that it is possible to define a diffuseness that adequately reproduces the appearance of an object using computer graphics.

Metode Pose to Pose untuk Membuat Animasi 3 Dimensi Islami "Keutamaan Berbuka Puasa"

Berkembangnya teknologi di bidang computer graphics memberikan kemudahan dalam mengolah suatu karya grafis salah satunya adalah animasi 3D. Dalam pembuatan animasi 3D terdapat permasalahan utama yang biasa menjadi tantangan bagi para animator. Permasalahan utama dalam pembuatan animasi 3D adalah kualitas gerakan yang kasar atau tidak terkesan nyata. Untuk membuat gerakan yang halus dan tampak nyata dapat dilakukan melalui banyak metode salah satunya adalah metode pose to pose. Animasi 3D islami berjudul Keutamaan Berbuka Puasa sebagian besar berisi gerakan dalam memperagakan taat cara berbuka puasa yang baik dan benar untuk mendapatkan keutamaan berbuka. Pembuatan animasi ini dibuat melalui software blender dengan menerapkan metode pose to pose. Sebagai hasil pembuatan paper ini, film animasi 3D berjudul Keutamaan Berbuka Puasa diharapkan dapat dibuat dengan kualitas gerakan yang bagus dengan menggunaan metode pose to pose serta dapat memberikan hiburan dan edukasi yang baik.

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Computer Graphics

University of california - berkeley.

  • Publications

Truth in Motion: The Unprecedented Risks and Opportunities of Extended Reality Motion Data

Vivek Nair, Louis Rosenberg, James F. O'Brien, Dawn Song IEEE S&P

Motion tracking “telemetry” data lies at the core of nearly all modern extended reality (XR) and metaverse experiences. While generally presumed innocuous, recent studies ... [more] Motion tracking “telemetry” data lies at the core of nearly all modern extended reality (XR) and metaverse experiences. While generally presumed innocuous, recent studies have demonstrated that motion data actually has the potential to profile and deanonymize XR users, posing a significant threat to security and privacy in the metaverse. [less]

Berkeley Open Extended Reality Recordings 2023 (BOXRR-23): 4.7 Million Motion Capture Recordings from 105,000 XR Users

Vivek Nair, Wenbo Guo, Rui Wang, James F. O'Brien, Louis Rosenberg, Dawn Song IEEE VR 2024

Extended reality (XR) devices such as the Meta Quest and Apple Vision Pro have seen a recent surge in attention, with motion tracking "telemetry" data lying at the core of nearly ... [more] Extended reality (XR) devices such as the Meta Quest and Apple Vision Pro have seen a recent surge in attention, with motion tracking "telemetry" data lying at the core of nearly all XR and metaverse experiences. Researchers are just beginning to understand the implications of this data for security, privacy, usability, and more, but currently lack large-scale human motion datasets to study. The BOXRR-23 dataset contains 4,717,215 motion capture recordings, voluntarily submitted by 105,852 XR device users from over 50 countries. BOXRR-23 is over 200 times larger than the largest existing motion capture research dataset and uses a new, highly efficient and purpose-built XR Open Recording (XROR) file format. [less]

Unique Identification of 50,000+ Virtual Reality Users from Head and Hand Motion Data

Vivek Nair, Wenbo Guo, Justus Mattern, Rui Wang, James F. O'Brien, Louis Rosenberg, Dawn Song USENIX Security 23

With the recent explosive growth of interest and investment in virtual reality (VR) and the “metaverse,” public attention has rightly shifted toward the unique security and ... [more] With the recent explosive growth of interest and investment in virtual reality (VR) and the “metaverse,” public attention has rightly shifted toward the unique security and privacy threats that these platforms may pose. While it has long been known that people reveal information about themselves via their motion, the extent to which this makes an individual globally identifiable within virtual reality has not yet been widely understood. In this study, we show that a large number of real VR users (N=55,541) can be uniquely and reliably identified across multiple sessions using just their head and hand motion relative to virtual objects. After training a classification model on 5 minutes of data per person, a user can be uniquely identified amongst the entire pool of 55,541 with 94.33% accuracy from 100 seconds of motion, and with 73.20% accuracy from just 10 seconds of motion. This work is the first to truly demonstrate the extent to which biomechanics may serve as a unique identifier in VR, on par with widely used strong biometrics like facial or fingerprint recognition. [less]

Exploring the Unprecedented Privacy Risks of the Metaverse

Vivek Nair, Gonzalo Munilla Garrido, Dawn Song, James F. O'Brien PoPETS 2023

Thirty study participants playtested an innocent-looking "escape room" game in virtual reality (VR). Behind the scenes, an adversarial program had accurately inferred over ... [more] Thirty study participants playtested an innocent-looking "escape room" game in virtual reality (VR). Behind the scenes, an adversarial program had accurately inferred over 25 personal data attributes, from anthropometrics like height and wingspan to demographics like age and gender, within just a few minutes of gameplay. As notoriously data-hungry companies become increasingly involved in VR development, this experimental scenario may soon represent a typical VR user experience. While virtual telepresence applications (and the so-called "metaverse") have recently received increased attention and investment from major tech firms, these environments remain relatively under-studied from a security and privacy standpoint. In this work, we illustrate how VR attackers can covertly ascertain dozens of personal data attributes from seemingly-anonymous users of popular metaverse applications like VRChat. These attackers can be as simple as other VR users without special privilege, and the potential scale and scope of this data collection far exceed what is feasible within traditional mobile and web applications. We aim to shed light on the unique privacy risks of the metaverse, and provide the first holistic framework for understanding intrusive data harvesting attacks in these emerging VR ecosystems. [less]

KBody: Balanced monocular whole-body estimation

Nikolaos Zioulis, James F. O'Brien CVFAD 2023

KBody is a method for fitting a low-dimensional body model to an image. It follows a predict-and-optimize approach, relying on data-driven model estimates for the constraints ... [more] KBody is a method for fitting a low-dimensional body model to an image. It follows a predict-and-optimize approach, relying on data-driven model estimates for the constraints that will be used to solve for the body's parameters. Compared to other approaches, it introduces virtual joints to identify higher quality correspondences and disentangles the optimization between the pose and shape parameters to achieve a more balanced result in terms of pose and shape capturing capacity, as well as pixel alignment. [less]

KBody: Towards general, robust, and aligned monocular whole-body estimation

Nikolaos Zioulis, James F. O'Brien RHOBIN 2023

KBody is a method for fitting a low-dimensional body model to an image. It follows a predict-and-optimize approach, relying on data-driven model estimates for the constraints ... [more] KBody is a method for fitting a low-dimensional body model to an image. It follows a predict-and-optimize approach, relying on data-driven model estimates for the constraints that will be used to solve for the body's parameters. Acknowledging the importance of high quality correspondences, it leverages ``virtual joints" to improve fitting performance, disentangles the optimization between the pose and shape parameters, and integrates asymmetric distance fields to strike a balance in terms of pose and shape capturing capacity, as well as pixel alignment. We also show that generative model inversion offers a strong appearance prior that can be used to complete partial human images and used as a building block for generalized and robust monocular body fitting. Project page: https://klothed.github.io/KBody. [less]

Monocular Facial Performance Capture Via Deep Expression Matching

Stephen Bailey, Jérémy Riviere, Morten Mikkelsen, James F. O'Brien SCA 2022

Facial performance capture is the process of automatically animating a digital face according to a captured performance of an actor. Recent developments in this area have ... [more] Facial performance capture is the process of automatically animating a digital face according to a captured performance of an actor. Recent developments in this area have focused on high-quality results using expensive head-scanning equipment and camera rigs. These methods produce impressive animations that accurately capture subtle details in an actor’s performance. However, these methods are accessible only to content creators with relatively large budgets. Current methods using inexpensive recording equipment generally produce lower quality output that is unsuitable for many applications. In this paper, we present a facial performance capture method that does not require facial scans and instead animates an artist-created model using standard blend-shapes. Furthermore, our method gives artists high-level control over animations through a workflow similar to existing commercial solutions. Given a recording, our approach matches keyframes of the video with corresponding expressions from an animated library of poses. A Gaussian process model then computes the full animation by interpolating from the set of matched keyframes. Our expression-matching method computes a low-dimensional latent code from an image that represents a facial expression while factoring out the facial identity. Images depicting similar facial expressions are identified by their proximity in the latent space. In our results, we demonstrate the fidelity of our expression-matching method. We also compare animations generated with our approach to animations generated with commercially available software. [less]

This photograph has been altered: Testing the effectiveness of image forensic labeling on news image credibility

Cuihua Shen, Mona Kasra, James F. O'Brien Misinformation Review

Despite the ubiquity of images and videos in online news environments, much of the existing research on misinformation and its correction is solely focused on textual misinformation ... [more] Despite the ubiquity of images and videos in online news environments, much of the existing research on misinformation and its correction is solely focused on textual misinformation, and little is known about how ordinary users evaluate fake or manipulated images and the most effective ways to label and correct such falsities. We designed a visual forensic label of image authenticity, Picture-O-Meter, and tested the label’s efficacy in relation to its source and placement in an experiment with 2440 participants. Our findings demonstrate that, despite human beings’ general inability to detect manipulated images on their own, image forensic labels are an effective tool for counteracting visual misinformation. [less]

Fast and Deep Facial Deformations

Stephen Bailey, Dalton Omens, Paul Dilorenzo, James F. O'Brien SIGGRAPH 2020

Film-quality characters typically display highly complex and expressive facial deformation. The underlying rigs used to animate the deformations of a character’s face ... [more] Film-quality characters typically display highly complex and expressive facial deformation. The underlying rigs used to animate the deformations of a character’s face are often computationally expensive, requiring high-end hardware to deform the mesh at interactive rates. In this paper, we present a method using convolutional neural networks for approximating the mesh deformations of characters’ faces. For the models we tested, our approximation runs up to 17 times faster than the original facial rig while still maintaining a high level of fidelity to the original rig. We also propose an extension to the approximation for handling high-frequency deformations such as fine skin wrinkles. While the implementation of the original animation rig depends on an extensive set of proprietary libraries making it difficult to install outside of an in-house development environment, our fast approximation relies on the widely available and easily deployed TensorFlow libraries. In addition to allowing high frame rate evaluation on modest hardware and in a wide range of computing environments, the large speed increase also enables interactive inverse kinematics on the animation rig. We demonstrate our approach and its applicability through interactive character posing and real-time facial performance capture. [less]

Fake images: The effects of source, intermediary, and digital media literacy on contextual assessment of imag credibility online

Cuihua Shen, Mona Kasra, Wenjing Pan, Grace A. Bassett, Yining Malloch, James F. O'Brien New Media and Society

Fake or manipulated images propagated through the Web and social media have the capacity to deceive, emotionally distress, and influence public opinions and actions. Yet ... [more] Fake or manipulated images propagated through the Web and social media have the capacity to deceive, emotionally distress, and influence public opinions and actions. Yet few studies have examined how individuals evaluate the authenticity of images that accompany online stories. This article details a 6-batch large-scale online experiment using Amazon Mechanical Turk that probes how people evaluate image credibility across online platforms. In each batch, participants were randomly assigned to 1 of 28 news-source mockups featuring a forged image, and they evaluated the credibility of the images based on several features. We found that participants’ Internet skills, photo-editing experience, and social media use were significant predictors of image credibility evaluation, while most social and heuristic cues of online credibility (e.g. source trustworthiness, bandwagon, intermediary trustworthiness) had no significant impact. Viewers’ attitude toward a depicted issue also positively influenced their credibility evaluation. [less]

Fast and Deep Deformation Approximations

Stephen Bailey, Dave Otte, Paul Dilorenzo, James F. O'Brien SIGGRAPH 2018

Character rigs are procedural systems that compute the shape of an animated character for a given pose. They can be highly complex and must account for bulges, wrinkles, and ... [more] Character rigs are procedural systems that compute the shape of an animated character for a given pose. They can be highly complex and must account for bulges, wrinkles, and other aspects of a character's appearance. When comparing film-quality character rigs with those designed for real-time applications, there is typically a substantial and readily apparent difference in the quality of the mesh deformations. Real-time rigs are limited by a computational budget and often trade realism for performance. Rigs for film do not have this same limitation, and character riggers can make the rig as complicated as necessary to achieve realistic deformations. However, increasing the rig complexity slows rig evaluation, and the animators working with it can become less efficient and may experience frustration. In this paper, we present a method to reduce the time required to compute mesh deformations for film-quality rigs, allowing better interactivity during animation authoring and use in real-time games and applications. Our approach learns the deformations from an existing rig by splitting the mesh deformation into linear and nonlinear portions. The linear deformations are computed directly from the transformations of the rig's underlying skeleton. We use deep learning methods to approximate the remaining nonlinear portion. In the examples we show from production rigs used to animate lead characters, our approach reduces the computational time spent on evaluating deformations by a factor of 5x-10x. This significant savings allows us to run the complex, film-quality rigs in real-time even when using a CPU-only implementation on a mobile device. [less]

Approximate svBRDF Estimation From Mobile Phone Video

Rachel A. Albert, Dorian Yao Chan, Dan B Goldman, James F. O'Brien EGSR 2018

We describe a new technique for obtaining a spatially varying BRDF (svBRDF) of a flat object using printed fiducial markers and a cell phone capable of continuous flash video ... [more] We describe a new technique for obtaining a spatially varying BRDF (svBRDF) of a flat object using printed fiducial markers and a cell phone capable of continuous flash video. Our homography-based video frame alignment method does not require the fiducial markers to be visible in every frame, thereby enabling us to capture larger areas at a closer distance and higher resolution than in previous work. Pixels in the resulting panorama are fit with a BRDF based on a recursive subdivision algorithm, utilizing all the light and view positions obtained from the video. We show the versatility of our method by capturing a variety of materials with both one and two camera input streams and rendering our results on 3D objects under complex illumination. [less]

Seeing Is Believing: How People Fail to Identify Fake Images on the Web

Mona Kasra, Cuihua Shen, James F. O'Brien CHI 2018

The growing ease with which digital images can be convincingly manipulated and widely distributed on the Internet makes viewers increasingly susceptible to visual misinformation ... [more] The growing ease with which digital images can be convincingly manipulated and widely distributed on the Internet makes viewers increasingly susceptible to visual misinformation and deception. In situations where ill-intentioned individuals seek to deliberately mislead and influence viewers through fake online images, the harmful consequences could be substantial. We describe an exploratory study of how individuals react, respond to, and evaluate the authenticity of images that accompany online stories in Internet-enabled communications channels. Our preliminary findings support the assertion that people perform poorly at detecting skillful image manipulation, and that they often fail to question the authenticity of images even when primed regarding image forgery through discussion. We found that viewers make credibility evaluation based mainly on non-image cues rather than the content depicted. Moreover, our study revealed that in cases where context leads to suspicion, viewers apply post-hoc analysis to support their suspicions regarding the authenticity of the image. [less]

Simulation of Subseismic Joint and Fault Networks Using a Heuristic Mechanical Model

Paul Gillespie, Giulio Casini, Hayley Iben, James F. O'Brien SSRD 2017

Flow simulations of fractured and faulted reservoirs require representation of subseismic structures about which subsurface data are limited. We describe a method for ... [more] Flow simulations of fractured and faulted reservoirs require representation of subseismic structures about which subsurface data are limited. We describe a method for simulating fracture growth that is mechanically based but heuristic, allowing for realistic modelling of fracture networks with reasonable run times. The method takes a triangulated meshed surface as input, together with an initial stress field. Fractures initiate and grow based on the stress field, and the growing fractures relieve the stress in the mesh. We show that a wide range of bedding-plane joint networks can be modelled simply by varying the distribution and anisotropy of the initial stress field. The results are in good qualitative agreement with natural joint patterns. We then apply the method to a set of parallel veins and demonstrate how the variations in thickness of the veins can be represented. Lastly, we apply the method to the simulation of normal fault patterns on salt domes. We derive the stress field on the bedding surface using the horizon curvature. The modelled fault network shows both radial and concentric faults. The new method provides an effective means of modelling joint and fault networks that can be imported to the flow simulator. [less]

Seeing Is Believing: Do People Fail to Identify Fake Images on the Web?

Mona Kasra, Cuihua Shen, James F. O'Brien AoIR 2016

Images have historically been perceived as photographic proof of the depicted events. However, the growing ease with which digital images can be convincingly manipulated ... [more] Images have historically been perceived as photographic proof of the depicted events. However, the growing ease with which digital images can be convincingly manipulated and then widely distributed on the Internet makes viewers increasingly susceptible to visual misinformation and deception. In situations where ill-intentioned individuals seek to deliberately mislead and influence viewers through forged online images, the harmful consequences could be substantial on both personal and social levels. This sort paper, describes preliminary work on an exploratory study of how individuals react, respond to, and evaluate the authenticity of images that accompany online stories in Internet-enabled communications channels (social networking site, blogs, email). Our preliminary findings support the assertion that people perform poorly at detecting skillful image manipulation, and that they often fail to question the authenticity of images even when primed regarding image forgery through discussion. We found that viewers make credibility evaluation based mainly on non-image cues rather that the content depicted. Moreover, our study revealed that in cases where context leads to suspicion, viewers apply post hoc analysis to support their suspicions regarding the authenticity of the image. [less]

Repurposing Hand Animation for Interactive Applications

Stephen Bailey, Martin Watt, James F. O'Brien SCA 2016

In this paper we describe a method for automatically animating interactive characters based on an existing corpus of key-framed hand-animation. The method learns separate ... [more] In this paper we describe a method for automatically animating interactive characters based on an existing corpus of key-framed hand-animation. The method learns separate low-dimensional embeddings for subsets of the hand-animation corresponding to different semantic labels. These embeddings use the Gaussian Process Latent Variable Model to map high-dimensional rig control parameters to a three-dimensional latent space. By using a particle model to move within one of these latent spaces, the method can generate novel animations corresponding to the space's semantic label. Bridges link each pose in one latent space that is similar to a pose in another space. Animations corresponding to a transitions between semantic labels are generated by creating animation paths that move though one latent space and traverse a bridge into another. We demonstrate this method by using it to interactively animate a character as it plays a simple game with the user. The character is from a previously produced animated film and the data we use for training is the data that was used to animate the character in the film. The animated motion from the film represents an enormous investment of skillful work. Our method allows this work to be repurposed and reused for interactively animating the familiar character from the film. [less]

Interactive Detailed Cutting of Thin Sheets

Pierre-Luc Manteaux, Wei-Lun Sun, Francois Faure, Marie-Paule Cani, James F. O'Brien MIG 2015

In this paper we propose a method for the interactive detailed cutting of deformable thin sheets. Our method builds on the ability of frame-based simulation to solve for ... [more] In this paper we propose a method for the interactive detailed cutting of deformable thin sheets. Our method builds on the ability of frame-based simulation to solve for dynamics using very few control frames while embedding highly detailed geometry - here an adaptive mesh that accurately represents the cut boundaries. Our solution relies on a non-manifold grid to compute shape functions that faithfully adapt to the topological changes occurring while cutting. New frames are dynamically inserted to describe new regions. We provide incremental mechanisms for updating simulation data, enabling us to achieve interactive rates. We illustrate our method with examples inspired by the traditional Kirigami artform. [less]

View-Dependent Adaptive Cloth Simulation with Buckling Compensation

Woojong Koh, Rahul Narain, James F. O'Brien TVCG 2015

This paper describes a method for view-dependent cloth simulation using dynamically adaptive mesh refinement and coarsening. Given a prescribed camera motion, the method ... [more] This paper describes a method for view-dependent cloth simulation using dynamically adaptive mesh refinement and coarsening. Given a prescribed camera motion, the method adjusts the criteria controlling refinement to account for visibility and apparent size in the camera's view. Objectionable dynamic artifacts are avoided by anticipative refinement and smoothed coarsening, while locking in extremely coarsened regions is inhibited by modifying the material model to compensate for unresolved sub-element buckling. This approach preserves the appearance of detailed cloth throughout the animation while avoiding the wasted effort of simulating details that would not be discernible to the viewer. The computational savings realized by this method increase as scene complexity grows. The approach produces a 2x speed-up for a single character and more than 4x for a small group as compared to view-independent adaptive simulations, and respectively 5x and 9x speed-ups as compared to non-adaptive simulations. [less]

Optimal Presentation of Imagery with Focus Cues on Multi-Plane Displays

Rahul Narain, Rachel A. Albert, Abdullah Bulbul, Gregory J. Ward, Marty Banks, James F. O'Brien SIGGRAPH 2015

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 ... [more] 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 to focus at different distances in the simulated scene. Our proposed technique extends the capabilities of multi-plane displays to general scenes with occlusions and non-Lambertian effects by using a model of defocus in the eye of the viewer. Requiring no explicit knowledge of the scene geometry, our technique uses an optimization algorithm to compute the images to be displayed on the presentation planes so that the retinal images when accommodating to different distances match the corresponding retinal images of the input scene as closely as possible. We demonstrate the utility of the technique using imagery acquired from both synthetic and real-world scenes, and analyze the system's characteristics including bounds on achievable resolution. [less]

Resampling Adaptive Cloth Simulations onto Fixed-Topology Meshes

George Brown, Armin Samii, James F. O'Brien, Rahul Narain SCA 2015 Poster

We describe a method for converting an adaptively remeshed simulation of cloth into an animated mesh with fixed topology. The topology of the mesh may be specified by the ... [more] We describe a method for converting an adaptively remeshed simulation of cloth into an animated mesh with fixed topology. The topology of the mesh may be specified by the user or computed automatically. In the latter case, we present a method for computing the optimal output mesh, that is, a mesh with spatially varying resolution which is fine enough to resolve all the detail present in the animation. This technique allows adaptive simulations to be easily used in applications that expect fixed-topology animated meshes. [less]

Mirror Mirror: Crowdsourcing Better Portraits

Jun-Yan Zhu, Aseem Agarwala, Alexei A. Efros, Eli Shechtman, Jue Wang SIGGRAPH Asia 2014

We describe a method for providing feedback on portrait expressions, and for selecting the most attractive expressions from large video/photo collections. We capture a ... [more] We describe a method for providing feedback on portrait expressions, and for selecting the most attractive expressions from large video/photo collections. We capture a video of a subject’s face while they are engaged in a task designed to elicit a range of positive emotions. We then use crowdsourcing to score the captured expressions for their attractiveness. We use these scores to train a model that can automatically predict attractiveness of different expressions of a given person. We also train a cross-subject model that evaluates portrait attractiveness of novel subjects and show how it can be used to automatically mine attractive photos from personal photo collections. Furthermore, we show how, with a little bit ($5-worth) of extra crowdsourcing, we can substantially improve the cross-subject model by “fine-tuning” it to a new individual using active learning. Finally, we demonstrate a training app that helps people learn how to mimic their best expressions. [less]

Exposing Photo Manipulation from Shading and Shadows

Eric Kee, James F. O'Brien, Hany Farid TOG 2014

We describe a method for detecting physical inconsistencies in lighting from the shading and shadows in an image. This method imposes a multitude of shading- and shadow-based ... [more] We describe a method for detecting physical inconsistencies in lighting from the shading and shadows in an image. This method imposes a multitude of shading- and shadow-based constraints on the projected location of a distant point light source. The consistency of a collection of such constraints is posed as a linear programming problem. A feasible solution indicates that the combination of shading and shadows is physically consistent, while a failure to find a solution provides evidence of photo tampering. [less]

Eyeglasses-free Display: Towards Correcting Visual Aberrations with Computational Light Field Displays

Fu-Chung Huang, Gordon Wetzstein, Brian A. Barsky, Ramesh Raskar ACM SIGGRAPH 2014

Millions of people worldwide need glasses or contact lenses to see or read properly. We introduce a computational display technology that predistorts the presented content ... [more] Millions of people worldwide need glasses or contact lenses to see or read properly. We introduce a computational display technology that predistorts the presented content for an observer, so that the target image is perceived without the need for eyewear. By designing optics in concert with prefiltering algorithms, the proposed display architecture achieves significantly higher resolution and contrast than prior approaches to vision-correcting image display. We demonstrate that inexpensive light field displays driven by efficient implementations of 4D prefiltering algorithms can produce the desired vision-corrected imagery, even for higher-order aberrations that are difficult to be corrected with glasses. The proposed computational display architecture is evaluated in simulation and with a low-cost prototype device. [less]

Adaptive Tearing and Cracking of Thin Sheets

Tobias Pfaff, Rahul Narain, Juan Miguel de Joya, James F. O'Brien SIGGRAPH 2014

This paper presents a method for adaptive fracture propagation in thin sheets. A high-quality triangle mesh is dynamically restructured to adaptively maintain detail ... [more] This paper presents a method for adaptive fracture propagation in thin sheets. A high-quality triangle mesh is dynamically restructured to adaptively maintain detail wherever it is required by the simulation. These requirements include refining where cracks are likely to either start or advance. Refinement ensures that the stress distribution around the crack tip is well resolved, which is vital for creating highly detailed, realistic crack paths. The dynamic meshing framework allows subsequent coarsening once areas are no longer likely to produce cracking. This coarsening allows efficient simulation by reducing the total number of active nodes and by preventing the formation of thin slivers around the crack path. A local reprojection scheme and a substepping fracture process help to ensure stability and prevent a loss of plasticity during remeshing. By including bending and stretching plasticity models, the method is able to simulate a large range of materials with very different fracture behaviors. [less]

Self-Refining Games using Player Analytics

Matt Stanton, Ben Humberston, Brandon Kase, James F. O'Brien, Kayvon Fatahalian, Adrien Treuille SIGGRAPH 2014

Data-driven simulation demands good training data drawn from a vast space of possible simulations. While fully sampling these large spaces is infeasible, we observe that ... [more] Data-driven simulation demands good training data drawn from a vast space of possible simulations. While fully sampling these large spaces is infeasible, we observe that in practical applications, such as gameplay, users explore only a vanishingly small subset of the dynamical state space. In this paper we present a sampling approach that takes advantage of this observation by concentrating precomputation around the states that users are most likely to encounter. We demonstrate our technique in a prototype self-refining game whose dynamics improve with play, ultimately providing realistically rendered, rich fluid dynamics in real time on a mobile device. Our results show that our analytics-driven training approach yields lower model error and fewer visual artifacts than a heuristic training strategy. [less]

View-Dependent Adaptive Cloth Simulation

Woojong Koh, Rahul Narain, James F. O'Brien SCA 2014

This paper describes a method for view-dependent cloth simulation using dynamically adaptive mesh refinement and coarsening. Given a prescribed camera motion, the method ... [more] This paper describes a method for view-dependent cloth simulation using dynamically adaptive mesh refinement and coarsening. Given a prescribed camera motion, the method adjusts the criteria controlling refinement to account for visibility and apparent size in the camera's view. Objectionable dynamic artifacts are avoided by anticipative refinement and smoothed coarsening. This approach preserves the appearance of detailed cloth throughout the animation while avoiding the wasted effort of simulating details that would not be discernible to the viewer. The computational savings realized by this method increase as scene complexity grows, producing a 2x speed-up for a single character and more than 4x for a small group. [less]

AverageExplorer: Interactive Exploration and Alignment of Visual Data Collections

Jun-Yan Zhu, Yong Jae Lee, Alexei A. Efros SIGGRAPH 2014

This paper proposes an interactive framework that allows a user to rapidly explore and visualize a large image collection using the medium of average images. Average images ... [more] This paper proposes an interactive framework that allows a user to rapidly explore and visualize a large image collection using the medium of average images. Average images have been gaining popularity as means of artistic expression and data visualization, but the creation of compelling examples is a surprisingly laborious and manual process. Our interactive, real-time system provides a way to summarize large amounts of visual data by weighted average(s) of an image collection, with the weights reflecting user-indicated importance. The aim is to capture not just the mean of the distribution, but a set of modes discovered via interactive exploration. We pose this exploration in terms of a user interactively “editing” the average image using various types of strokes, brushes and warps, similar to a normal image editor, with each user interaction providing a new constraint to update the average. New weighted averages can be spawned and edited either individually or jointly. Together, these tools allow the user to simultaneously perform two fundamental operations on visual data: user-guided clustering and user-guided alignment, within the same framework. We show that our system is useful for various computer vision and graphics applications [less]

User-Assisted Video Stabilization

Jiamin Bai, Aseem Agarwala, Maneesh Agrawala, Ravi Ramamoorthi EGSR 2014

We present a user-assisted video stabilization algorithm that is able to stabilize challenging videos when state-of-the-art automatic algorithms fail to generate ... [more] We present a user-assisted video stabilization algorithm that is able to stabilize challenging videos when state-of-the-art automatic algorithms fail to generate a satisfactory result. Current methods do not give the user any control over the look of the final result. Users either have to accept the stabilized result as is, or discard it should the stabilization fail to generate a smooth output. Our system introduces two new modes of interaction that allow the user to improve the unsatisfactory stabilized video. First, we cluster tracks and visualize them on the warped video. The user ensures that appropriate tracks are selected by clicking on track clusters to include or exclude them. Second, the user can directly specify how regions in the output video should look by drawing quadrilaterals to select and deform parts of the frame. These user-provided deformations reduce undesirable distortions in the video. Our algorithm then computes a stabilized video using the user-selected tracks, while respecting the user-modified regions. The process of interactively removing user-identified artifacts can sometimes introduce new ones, though in most cases there is a net improvement. We demonstrate the effectiveness of our system with a variety of challenging hand held videos. [less]

Can 3D Shape be Estimated from Focus Cues Alone?

Rachel A. Albert, Abdullah Bulbul, Rahul Narain, James F. O'Brien, Martin S. Banks VSS 2014

Focus cues—blur and accommodation—have generally been regarded as very coarse, ordinal cues to depth. This assessment has been largely determined by the inability to display ... [more] Focus cues—blur and accommodation—have generally been regarded as very coarse, ordinal cues to depth. This assessment has been largely determined by the inability to display these cues correctly with conventional displays. For example, when a 3D shape is displayed with sharp rendering (i.e., pinhole camera), the expected blur variation is not present and accommodation does not have an appropriate effect on the retinal image. When a 3D shape with rendered blur (i.e., camera with non-pinhole aperture) is displayed, the viewer's accommodation does not have the appropriate retinal effect. We asked whether the information provided by correct blur and accommodation can be used to determine shape. We conducted a shape-discrimination experiment in which subjects indicated whether a hinge stimulus was concave or convex. The stimuli were presented monocularly in a unique volumetric display that allows us to present correct or nearly correct focus cues. The hinge was textured using a back-projection technique, so the stimuli contained no useful shape cues except blur and accommodation. We used four rendering methods that vary in the validity of focus information. Two single-plane methods mimicked a conventional display and two volumetric methods mimicked natural viewing. A pinhole camera model was used in one single-plane condition, so image sharpness was independent of depth. In the other single-plane condition, natural blur was rendered thereby creating an appropriate blur gradient. In one volumetric condition, a linear blending rule was used to assign intensity to image planes. In the other volumetric condition, an optimized blending rule was used that creates a closer approximation to real-world viewing. Subject performance was at chance in the single-plane conditions. Performance improved substantially when in the volumetric conditions, slightly better in the optimized-blending condition. This is direct evidence that 3D shape judgments can be made from the information contained in blur and accommodation alone. [less]

Correct blur and accommodation information is a reliable cue to depth ordering.

Marina Zannoli, Rachel A. Albert, Abdullah Bulbul, Rahul Narain, James F. O'Brien, Martin Banks VSS 2014

Marshall et al. (1996) showed that blur could in principle also be used to determine depth ordering of two surfaces across an occlusion boundary from the correlation between ... [more] Marshall et al. (1996) showed that blur could in principle also be used to determine depth ordering of two surfaces across an occlusion boundary from the correlation between the boundary’s blur and the blur of the two surfaces. They tested this experimentally by presenting stimuli on a conventional display and manipulating rendered blur. This approximates the retinal image formed by surfaces at different depths and an occlusion boundary, but only when the viewer accommodates to the display screen. Accommodation to other distances creates incorrect blur. Viewers' judgments of depth ordering were inconsistent: they generally judged the sharper surface as nearer than the blurrier one regardless of boundary blur. We asked if more consistent performance occurs when accommodation has the appropriate effect on the retinal image. We used a volumetric display to present nearly correct focus cues. Images were displayed on four image planes at focal distances from 1.4-3.2 diopters. Viewers indicated the nearer of two textured surfaces separated by a sinusoidal boundary. The stimuli were presented either on one plane as in previous experiments or on two planes (separated either by 0.6 or by 1.2 diopters) such that focus cues are nearly correct. Viewers first fixated and accommodated to a cross on one of the planes. The stimulus was then presented either for 200ms, too short for accommodative change, or for 4s, allowing accommodative change. Responses were much more accurate in the two-plane condition than in the single-plane condition, which shows that appropriate blur can be used to determine depth ordering across an occlusion boundary. Responses were also more accurate with the longer presentations, which shows that accommodation aids depth-order determination. Thus, correct blur and accommodation information across an occlusion boundary yields more accurate depth-ordering judgments than indicated by previous work. [less]

The Perception of Surface Material from Disparity and Focus Cues

Martin Banks, Abdullah Bulbul, Rachel Albert, Rahul Narain, James F. O'Brien, Gregory Ward VSS 2014

The visual properties of surfaces reveal many things including a floor's cleanliness and a car's age. These judgments of material are based on the spread of light reflected ... [more] The visual properties of surfaces reveal many things including a floor's cleanliness and a car's age. These judgments of material are based on the spread of light reflected from a surface. The bidirectional reflectance distribution function (BRDF) quantifies the pattern of spread and how it depends on the direction of incident light, surface shape, and surface material. Two extremes are Lambertian and mirrored surfaces, which respectively have uniform and delta-function BRDFs. Most surfaces have more complicated BRDFs and we examined many of them using the Ward model as an approximation for real surfaces. Reflections are generally view dependent. This dependence creates a difference between the binocular disparities of a reflection and the surface itself. It also creates focus differences between the reflection and physical surface. In simulations we examined how material type affects retinal images. We calculated point-spread functions (PSFs) for reflections off different materials as a function of the eye's focus state. When surface roughness is zero, the reflection PSF changes dramatically with focus state. With greater roughness, the PSF change is reduced until there is no effect of focus state with sufficiently rough surfaces. The reflection PSF also has a dramatic effect on the ability to estimate disparity. We next examined people's ability to distinguish surface markings from reflections and to identify different types of material. We used a unique volumetric display that allows us to present nearly correct focus cues along with more traditional depth cues such as disparity. With binocular viewing, we observed a clear effect of the disparity of reflections on these judgments. We also found that disparity provided less useful information with rougher materials. With monocular viewing, we observed a small but consistent effect of the reflection's focal distance on judgments of markings vs. reflections and on identification of material. [less]

External mask based depth and light field camera

Dikpal Reddy, Jiamin Bai, Ravi Ramamoorthi ICCV 2013 Workshop

We present a method to convert a digital single-lensreflex (DSLR) camera into a high resolution consumer depth and light field camera by affixing an external aperture mask ... [more] We present a method to convert a digital single-lensreflex (DSLR) camera into a high resolution consumer depth and light field camera by affixing an external aperture mask to the main lens. Compared to the existing consumer depth and light field cameras, our camera is easy to construct with minimal additional costs and our design is camera and lens agnostic. The main advantage of our design is the ease of switching between an SLR camera and a native resolution depth/light field camera. Using an external mask is an important advantage over current light field camera designs since we do not need to modify the internals of the camera or the lens. Our camera sequentially acquires the angular components of the light field of a static scene by changing the location of the aperture in the mask. A consequence of our design is that the external aperture causes heavy vignetting in the acquired images. We calibrate the mask parameters and estimate multi-view scene depth under vignetting. In addition to depth, we show light field applications such as refocusing and defocus blur at the sensor resolution. [less]

Depth from Combining Defocus and Correspondence Using light-Field Cameras

Michael W. Tao, Sunil Hadap, Jitendra Malik, Ravi Ramamoorthi ICCV 2013

Light-field cameras have recently become available to the consumer market. An array of micro-lenses captures enough information that one can refocus images after acquisition ... [more] Light-field cameras have recently become available to the consumer market. An array of micro-lenses captures enough information that one can refocus images after acquisition, as well as shift one's viewpoint within the sub-apertures of the main lens, effectively obtaining multiple views. Thus, depth cues from both defocus and correspondence are available simultaneously in a single capture. Previously, defocus could be achieved only through multiple image exposures focused at different depths, while correspondence cues needed multiple exposures at different viewpoints or multiple cameras; moreover, both cues could not easily be obtained together. In this paper, we present a novel simple and principled algorithm that computes dense depth estimation by combining both defocus and correspondence depth cues. We analyze the x-u 2D epipolar image (EPI), where by convention we assume the spatial x coordinate is horizontal and the angular u coordinate is vertical (our final algorithm uses the full 4D EPI). We show that defocus depth cues are obtained by computing the horizontal (spatial) variance after vertical (angular) integration, and correspondence depth cues by computing the vertical (angular) variance. We then show how to combine the two cues into a high quality depth map, suitable for computer vision applications such as matting, full control of depth-of-field, and surface reconstruction. [less]

Fast Simulation of Mass-Spring Systems

Tiantian Liu, Adam Bargteil, James F. O'Brien, Ladislav Kavan SIGGRAPH Asia 2013

We describe a scheme for time integration of mass-spring systems that makes use of a solver based on block coordinate descent. This scheme provides a fast solution for classical ... [more] We describe a scheme for time integration of mass-spring systems that makes use of a solver based on block coordinate descent. This scheme provides a fast solution for classical linear (Hookean) springs. We express the widely used implicit Euler method as an energy minimization problem and introduce spring directions as auxiliary unknown variables. The system is globally linear in the node positions, and the non-linear terms involving the directions are strictly local. Because the global linear system does not depend on run-time state, the matrix can be pre-factored, allowing for very fast iterations. Our method converges to the same final result as would be obtained by solving the standard form of implicit Euler using Newton's method. Although the asymptotic convergence of Newton's method is faster than ours, the initial ratio of work to error reduction with our method is much faster than Newton's. For real-time visual applications, where speed and stability are more important than precision, we obtain visually acceptable results at a total cost per timestep that is only a fraction of that required for a single Newton iteration. When higher accuracy is required, our algorithm can be used to compute a good starting point for subsequent Newton's iteration. [less]

Exposing Photo Manipulation with Inconsistent Shadows

Eric Kee, James F. O'Brien, Hany Farid TOG 2013

We describe a geometric technique to detect physically inconsistent arrangements of shadows in an image. This technique combines multiple constraints from cast and attached ... [more] We describe a geometric technique to detect physically inconsistent arrangements of shadows in an image. This technique combines multiple constraints from cast and attached shadows to constrain the projected location of a point light source. The consistency of the shadows is posed as a linear programming problem. A feasible solution indicates that the collection of shadows is physically plausible, while a failure to find a solution provides evidence of photo tampering. [less]

Folding and Crumpling Adaptive Sheets

Rahul Narain, Tobias Pfaff, James F. O'Brien SIGGRAPH 2013

We present a technique for simulating plastic deformation in sheets of thin materials, such as crumpled paper, dented metal, and wrinkled cloth. Our simulation uses a framework ... [more] We present a technique for simulating plastic deformation in sheets of thin materials, such as crumpled paper, dented metal, and wrinkled cloth. Our simulation uses a framework of adaptive mesh refinement to dynamically align mesh edges with folds and creases. This framework allows efficient modeling of sharp features and avoids bend locking that would be otherwise caused by stiff in-plane behavior. By using an explicit plastic embedding space we prevent remeshing from causing shape diffusion. We include several examples demonstrating that the resulting method realistically simulates the behavior of thin sheets as they fold and crumple. [less]

Near-exhaustive Precomputation of Secondary Cloth Effects

Doyub Kim, Woojong Koh, Rahul Narain, Kayvon Fatahalian, Adrien Treuille, James F. O'Brien SIGGRAPH 2013

The central argument against data-driven methods in computer graphics rests on the curse of dimensionality: it is intractable to precompute "everything" about a complex ... [more] The central argument against data-driven methods in computer graphics rests on the curse of dimensionality: it is intractable to precompute "everything" about a complex space. In this paper, we challenge that assumption by using several thousand CPU-hours to perform a massive exploration of the space of secondary clothing effects on a character animated through a large motion graph. Our system continually explores the phase space of cloth dynamics, incrementally constructing a secondary cloth motion graph that captures the dynamics of the system. We find that it is possible to sample the dynamical space to a low visual error tolerance and that secondary motion graphs containing tens of gigabytes of raw mesh data can be compressed down to only tens of megabytes. These results allow us to capture the effect of high-resolution, off-line cloth simulation for a rich space of character motion and deliver it efficiently as part of an interactive application. [less]

Axis-Aligned Filtering for Interactive Physically-Based Diffuse Indirect Lighting

Soham Uday Mehta, Brandon Wang, Ravi Ramamoorthi, Fredo Durand SIGGRAPH 2013

We introduce an algorithm for interactive rendering of physically-based global illumination, based on a novel frequency analysis of indirect lighting. Our method combines ... [more] We introduce an algorithm for interactive rendering of physically-based global illumination, based on a novel frequency analysis of indirect lighting. Our method combines adaptive sampling by Monte Carlo ray or path tracing, using a standard GPU-accelerated raytracer, with real-time reconstruction of the resulting noisy images. Our theoretical analysis assumes diffuse indirect lighting, with general Lambertian and specular receivers. In practice, we demonstrate accurate interactive global illumination with diffuse and moderately glossy objects, at 1-3 fps. We show mathematically that indirect illumination is a structured signal in the Fourier domain, with inherent band-limiting due to the BRDF and geometry terms. We extend previous work on sheared and axis-aligned filtering for motion blur and shadows, to develop an image-space filtering method for interreflections. Our method enables 5-8 times reduced sampling rates and wall clock times, and converges to ground truth as more samples are added. To develop our theory, we overcome important technical challenges - unlike previous work, there is no light source to serve as a band-limit in indirect lighting, and we also consider non-parallel geometry of receiver and reflecting surfaces, without first-order approximations. [less]

Type-Constrained Direct Fitting of Quadric Surfaces

James Andrews, Carlo H. Séquin CAD 2013

We present a catalog of type-specific, direct quadric fitting methods: Given a selection of a point cloud or triangle mesh, and a desired quadric type (e.g. cone, ellipsoid, paraboloid ... [more] We present a catalog of type-specific, direct quadric fitting methods: Given a selection of a point cloud or triangle mesh, and a desired quadric type (e.g. cone, ellipsoid, paraboloid, etc), our methods recover a best-fit surface of the given type to the given data. Type-specific quadric fitting methods are scattered throughout the literature; here we present a thorough, practical collection in one place. We add new methods to handle neglected quadric types, such as non-circular cones and general rotationally symmetric quadrics. We improve upon existing methods for ellipsoid- and hyperboloid-specific fitting. Our catalog handles a wide range of quadric types with just two high-level fitting strategies, making it simpler to understand and implement. [less]

Automatic Cinemagraph Portraits

Jiamin Bai, Aseem Agarwala, Maneesh Agrawala, Ravi Ramamoorthi EGSR 2013

Cinemagraphs are a popular new type of visual media that lie in-between photos and video; some parts of the frame are animated and loop seamlessly, while other parts of the ... [more] Cinemagraphs are a popular new type of visual media that lie in-between photos and video; some parts of the frame are animated and loop seamlessly, while other parts of the frame remain completely still. Cinemagraphs are especially effective for portraits because they capture the nuances of our dynamic facial expressions. We present a completely automatic algorithm for generating portrait cinemagraphs from a short video captured with a hand-held camera. Our algorithm uses a combination of face tracking and point tracking to segment face motions into two classes: gross, large-scale motions that should be removed from the video, and dynamic facial expressions that should be preserved. This segmentation informs a spatially-varying warp that removes the large-scale motion, and a graph-cut segmentation of the frame into dynamic and still regions that preserves the finer-scale facial expression motions. We demonstrate the success of our method with a variety of results and a comparison to previous work. [less]

Sharpening Out of Focus Images using High-Frequency Transfer

Michael Tao, Jitendra Malik, Ravi Ramamoorthi EG 2013

Focus misses are common in image capture, such as when the camera or the subject moves rapidly in sports and macro photography. One option to sharpen focus-missed photographs ... [more] Focus misses are common in image capture, such as when the camera or the subject moves rapidly in sports and macro photography. One option to sharpen focus-missed photographs is through single image deconvolution, but high frequency data cannot be fully recovered; therefore, artifacts such as ringing and amplified noise become apparent. We propose a new method that uses assisting, similar but different, sharp image(s) provided by the user (such as multiple images of the same subject in different positions captured using a burst of photographs). Our first contribution is to theoretically analyze the errors in three sources of data—a slightly sharpened origi- nal input image that we call the target, single image deconvolution with an aggressive inverse filter, and warped assisting image(s) registered using optical flow. We show that these three sources have different error character- istics, depending on image location and frequency band (for example, aggressive deconvolution is more accurate in high-frequency regions like edges). Next, we describe a practical method to compute these errors, given we have no ground truth and cannot easily work in the Fourier domain. Finally, we select the best source of data for a given pixel and scale in the Laplacian pyramid. We accurately transfer high-frequency data to the input, while minimizing artifacts. We demonstrate sharpened results on out-of-focus images in macro, sports, portrait and wildlife photography. [less]

Simulating Liquids and Solid-Liquid Interactions with Lagrangian Meshes

Pascal Clausen, Martin Wicke, Jonathan Shewchuk, James F. O'Brien TOG 2013

This paper describes a Lagrangian finite element method that simulates the behavior of liquids and solids in a unified framework. Local mesh improvement operations maintain ... [more] This paper describes a Lagrangian finite element method that simulates the behavior of liquids and solids in a unified framework. Local mesh improvement operations maintain a high-quality tetrahedral discretization even as the mesh is advected by fluid flow. We conserve volume and momentum, locally and globally, by assigning each element an independent rest volume and adjusting it to correct for deviations during remeshing and collisions. Incompressibility is enforced with per-node pressure values, and extra degrees of freedom are selectively inserted to prevent pressure locking. Topological changes in the domain are explicitly treated with local mesh splitting and merging. Our method models surface tension with an implicit formulation based on surface energies computed on the boundary of the volume mesh. With this method we can model elastic, plastic, and liquid materials in a single mesh, with no need for explicit coupling. We also model heat diffusion and thermoelastic effects, which allow us to simulate phase changes. We demonstrate these capabilities in several fluid simulations at scales from millimeters to meters, including simulations of melting caused by external or thermoelastic heating. [less]

Generalized, Basis-Independent Kinematic Surface Fitting

James Andrews, Carlo H. Séquin JCAD 2013

Kinematic surfaces form a general class of surfaces, including surfaces of revolution, helices, spirals, and more. Standard methods for fitting such surfaces are either specialized ... [more] Kinematic surfaces form a general class of surfaces, including surfaces of revolution, helices, spirals, and more. Standard methods for fitting such surfaces are either specialized to a small subset of these surface types (either focusing exclusively on cylinders or exclusively on surfaces of revolution) or otherwise are basis-dependent (leading to scale-dependent results). Previous work has suggested re-scaling data to a fixed size bounding box to avoid the basis-dependence issues. We show that this method fails on some simple, common cases such as a box or a cone with small noise. We propose instead adapting a well-studied approximate maximum-likelihood method to the kinematic surface fitting problem, which solves the basis-dependence issue. Because this technique is not designed for a specific type of kinematic surface, it also opens the door to the possibility of new variants of kinematic surfaces, such as affinely-scaled surfaces of revolution. [less]

Interactive Albedo Editing in Path-Traced Volumetric Materials

Miloš Hašan, Ravi Ramamoorthi TOG 2013

Materials such as clothing or carpets, or complex assemblies of small leaves, flower petals or mosses, do not fit well into either BRDF or BSSRDF models. Their appearance is ... [more] Materials such as clothing or carpets, or complex assemblies of small leaves, flower petals or mosses, do not fit well into either BRDF or BSSRDF models. Their appearance is a complex combination of reflection, transmission, scattering, shadowing and inter-reflection. This complexity can be handled by simulating the full volumetric light transport within these materials by Monte Carlo algorithms, but there is no easy way to construct the necessary distributions of local material properties that would lead to the desired global appearance. In this paper, we consider one way to alleviate the problem: an editing algorithm that enables a material designer to set the local (single-scattering) albedo coefficients interactively, and see an immediate update of the emergent appearance in the image. This is a difficult problem, since the function from materials to pixel values is neither linear nor low-order polynomial. We combine the following two ideas to achieve high-dimensional heterogeneous edits: precomputing the homogeneous mapping of albedo to intensity, and a large Jacobian matrix, which encodes the derivatives of each image pixel with respect to each albedo coefficient. Combining these two datasets leads to an interactive editing algorithm with a very good visual match to a fully path-traced ground truth. [less]

Gloss Perception in Painterly and Cartoon Rendering

Adrien Boussean, James P. O'Shea, Frédo Durand, Ravi Ramamoorthi, Maneesh Agrawala TOG 2013

Depictions with traditional media such as painting and drawing represent scene content in a stylized manner. It is unclear however how well stylized images depict scene ... [more] Depictions with traditional media such as painting and drawing represent scene content in a stylized manner. It is unclear however how well stylized images depict scene properties like shape, material and lighting. In this paper, we describe the first study of material perception in stylized images (specifically painting and cartoon) and use non photorealistic rendering algorithms to evaluate how such stylization alters the perception of gloss. Our study reveals a compression of the range of representable gloss in stylized images so that shiny materials appear more diffuse in painterly rendering, while diffuse materials appear shinier in cartoon images. From our measurements we estimate the function that maps realistic gloss parameters to their perception in a stylized rendering. This mapping allows users of NPR algorithms to predict the perception of gloss in their images. The inverse of this function exaggerates gloss properties to make the contrast between materials in a stylized image more faithful. We have conducted our experiment both in a lab and on a crowdsourcing website. While crowdsourcing allows us to quickly design our pilot study, a lab experiment provides more control on how subjects perform the task. We provide a detailed comparison of the results obtained with the two approaches and discuss their advantages and drawbacks for studies like ours. [less]

Axis-Aligned Filtering for Interactive Sampled Soft Shadows

Soham Mehta, Brandon Wang, Ravi Ramamoorthi Siggraph Asia 2012

We develop a simple and efficient method for soft shadows from planar area light sources, based on explicit occlusion calculation by raytracing, followed by adaptive image-space ... [more] We develop a simple and efficient method for soft shadows from planar area light sources, based on explicit occlusion calculation by raytracing, followed by adaptive image-space filtering. Since the method is based on Monte Carlo sampling, it is accurate. Since the filtering is in image-space, it adds minimal overhead and can be performed at real-time frame rates. We obtain interactive speeds, using the Optix GPU raytracing framework. Our technical approach derives from recent work on frequency analysis and sheared pixel-light filtering for offline soft shadows. While sample counts can be reduced dramatically, the sheared filtering step is slow, adding minutes of overhead. We develop the theoretical analysis to instead consider axis-aligned filtering, deriving the sampling rates and filter sizes. We also show how the filter size can be reduced as the number of samples increases, ensuring a consistent result that converges to ground truth as in standard Monte Carlo rendering. [less]

Adaptive Anisotropic Remeshing for Cloth Simulation

Rahul Narain, Armin Samii, James F. O'Brien SIGGRAPH Asia 2012

We present a technique for cloth simulation that dynamically refines and coarsens triangle meshes so that they automatically conform to the geometric and dynamic detail ... [more] We present a technique for cloth simulation that dynamically refines and coarsens triangle meshes so that they automatically conform to the geometric and dynamic detail of the simulated cloth. Our technique produces anisotropic meshes that adapt to surface curvature and velocity gradients, allowing efficient modeling of wrinkles and waves. By anticipating buckling and wrinkle formation, our technique preserves fine-scale dynamic behavior. Our algorithm for adaptive anisotropic remeshing is simple to implement, takes up only a small fraction of the total simulation time, and provides substantial computational speedup without compromising the fidelity of the simulation. We also introduce a novel technique for strain limiting by posing it as a nonlinear optimization problem. This formulation works for arbitrary non-uniform and anisotropic meshes, and converges more rapidly than existing solvers based on Jacobi or Gauss-Seidel iterations. [less]

Correcting for Optical Aberrations using Multilayer Displays

Fu-Chung Huang, Douglas Lanman, Brian A. Barsky, Ramesh Raskar SIGGRAPH ASIA 2012

Optical aberrations of the human eye are currently corrected using eyeglasses, contact lenses, or surgery. We describe a fourth option: modifying the composition of displayed ... [more] Optical aberrations of the human eye are currently corrected using eyeglasses, contact lenses, or surgery. We describe a fourth option: modifying the composition of displayed content such that the perceived image appears in focus, after passing through an eye with known optical defects. Prior approaches synthesize pre-filtered images by deconvolving the content by the point spread function of the aberrated eye. Such methods have not led to practical applications, due to severely reduced contrast and ringing artifacts. We address these limitations by introducing multilayer pre-filtering, implemented using stacks of semi-transparent, light-emitting layers. By optimizing the layer positions and the partition of spatial frequencies between layers, contrast is improved and ringing artifacts are eliminated. We assess design constraints for multilayer displays; autostereoscopic light field displays are identified as a preferred, thin form factor architecture, allowing synthetic layers to be displaced in response to viewer movement and refractive errors. We assess the benefits of multilayer pre-filtering versus prior light field pre-distortion methods, showing pre-filtering works within the constraints of current display resolutions. We conclude by analyzing benefits and limitations using a prototype multilayer LCD. [less]

Frequency-Space Decomposition and Acquisition of Light Transport under Spatially Varying Illumination

Dikpal Reddy, Ravi Ramamoorthi, Brian Curless ECCV 2012

We show that, under spatially varying illumination, the light transport of diffuse scenes can be decomposed into direct, near-range (subsurface scattering and local inter-reflections ... [more] We show that, under spatially varying illumination, the light transport of diffuse scenes can be decomposed into direct, near-range (subsurface scattering and local inter-reflections) and far-range transports (diffuse inter-reflections). We show that these three component transports are redundant either in the spatial or the frequency domain and can be separated using appropriate illumination patterns. We propose a novel, efficient method to sequentially separate and acquire the component transports. First, we acquire the direct transport by extending the direct-global separation technique from floodlit images to full transport matrices. Next, we separate and acquire the near-range transport by illuminating patterns sampled uniformly in the frequency domain. Finally, we acquire the far-range transport by illuminating low-frequency patterns. We show that theoretically, our acquisition method achieves the lower bound our model places on the required number of patterns. We quantify the savings in number of patterns over the brute force approach. We validate our observations and acquisition method with rendered and real examples throughout. [less]

On Differential Photometric Reconstruction for Unknown, Isotropic BRDFs

Manmohan Chandraker, Jiamin Bai, Ravi Ramamoorthi PAMI 2012

This paper presents a comprehensive theory of photometric surface reconstruction from image derivatives, in the presence of a general, unknown isotropic BRDF. We derive ... [more] This paper presents a comprehensive theory of photometric surface reconstruction from image derivatives, in the presence of a general, unknown isotropic BRDF. We derive precise topological classes up to which the surface may be determined and specify exact priors for a full geometric reconstruction. These results are the culmination of a series of fundamental observations. First, we exploit the linearity of chain rule differentiation to discover photometric invariants that relate image derivatives to the surface geometry, regardless of the form of isotropic BRDF. For the problem of shape from shading, we show that a reconstruction may be performed up to isocontours of constant magnitude of the gradient. For the problem of photometric stereo, we show that just two measurements of spatial and temporal image derivatives, from unknown light directions on a circle, suffice to recover surface information from the photometric invariant. Surprisingly, the form of the invariant bears a striking resemblance to optical flow, however, it does not suffer from the aperture problem. This photometric flow is shown to determine the surface up to isocontours of constant magnitude of the surface gradient, as well as isocontours of constant depth. Further, we prove that specification of the surface normal at a single point completely determines the surface depth from these isocontours. In addition, we propose practical algorithms that require additional initial or boundary information, but recover depth from lower order derivatives. Our theoretical results are illustrated with several examples on synthetic and real data. [less]

Selectively De-Animating Video

Jiamin Bai, Aseem Agarwala, Maneesh Agrawala, Ravi Ramamoorthi SIGGRAPH 2012

We present a semi-automated technique for selectively de-animating video to remove the large-scale motions of one or more objects so that other motions are easier to see ... [more] We present a semi-automated technique for selectively de-animating video to remove the large-scale motions of one or more objects so that other motions are easier to see. The user draws strokes to indicate the regions of the video that should be immobilized, and our algorithm warps the video to remove the large-scale motion of these regions while leaving finer-scale, relative motions intact. However, such warps may introduce unnatural motions in previously motionless areas, such as background regions. We therefore use a graph-cut-based optimization to composite the warped video regions with still frames from the input video; we also optionally loop the output in a seamless manner. Our technique enables a number of applications such as clearer motion visualization, simpler creation of artistic cinemagraphs (photos that include looping motions in some regions), and new ways to edit appearance and complicated motion paths in video by manipulating a de-animated representation. We demonstrate the success of our technique with a number of motion visualizations, cinemagraphs and video editing examples created from a variety of short input videos, as well as visual and numerical comparison to previous techniques. [less]

Updated Sparse Cholesky Factors for Corotational Elastodynamics

Florian Hecht, Yeon Jin Lee, Jonathan Shewchuk, James F. O'Brien TOG 2012

We present warp-canceling corotation, a nonlinear finite element formulation for elastodynamic simulation that achieves fast performance by making only partial or ... [more] We present warp-canceling corotation, a nonlinear finite element formulation for elastodynamic simulation that achieves fast performance by making only partial or delayed changes to the simulation’s linearized system matrices. Coupled with an algorithm for incremental updates to a sparse Cholesky factorization, the method realizes the stability and scalability of a sparse direct method without the need for expensive refactorization at each time step. This finite element formulation combines the widely used corotational method with stiffness warping so that changes in the per-element rotations are initially approximated by inexpensive per-node rotations. When the errors of this approximation grow too large, the per-element rotations are selectively corrected by updating parts of the matrix chosen according to locally measured errors. These changes to the system matrix are propagated to its Cholesky factor by incremental updates that are much faster than refactoring the matrix from scratch. A nested dissection ordering of the system matrix gives rise to a hierarchical factorization in which changes to the system matrix cause limited, well-structured changes to the Cholesky factor. We show examples of simulations that demonstrate that the proposed formulation produces results that are visually comparable to those produced by a standard corotational formulation. Because our method requires computing only partial updates of the Cholesky factor, it is substantially faster than full refactorization and outperforms widely used iterative methods such as preconditioned conjugate gradients. Our method supports a controlled trade-off between accuracy and speed, and unlike most iterative methods its performance does not slow for stiffer materials but rather it actually improves. [less]

Compressive Structured Light for Recovering Inhomogeneous Participating Media

Jinwei Gu, Shree K. Nayar, Eitan Grinspun, Peter N. Belhumeur, Ravi Ramamoorthi PAMI 2012

We propose a new method named compressive structured light for recovering inhomogeneous participating media. Whereas conventional structured light methods emit coded ... [more] We propose a new method named compressive structured light for recovering inhomogeneous participating media. Whereas conventional structured light methods emit coded light patterns onto the surface of an opaque object to establish correspondence for triangulation, compressive structured light projects patterns into a volume of participating medium to produce images which are integral measurements of the volume density along the line of sight. For a typical participating medium encountered in the real world, the integral nature of the acquired images enables the use of compressive sensing techniques that can recover the entire volume density from only a few measurements. This makes the acquisition process more efficient and enables reconstruction of dynamic volumetric phenomena. Moreover, our method requires the projection of multiplexed coded illumination, which has the added advantage of increasing the signal-to-noise ratio of the acquisition. Finally, we propose an iterative algorithm to correct for the attenuation of the participating medium during the reconstruction process. We show the effectiveness of our method with simulations as well as experiments on the volumetric recovery of multiple translucent layers, 3D point clouds etched in glass, and the dynamic process of milk drops dissolving in water. [less]

Analytic Tangent Irradiance Environment Maps for Anisotropic Surfaces

Soham Mehta, Ravi Ramamoorthi, Mark Meyer, Christophe Hery EGSR 2012

We extend spherical harmonic irradiance maps to anisotropic surfaces, replacing Lambertian reflectance with the diffuse term of the popular Kajiya-Kay model. We show ... [more] We extend spherical harmonic irradiance maps to anisotropic surfaces, replacing Lambertian reflectance with the diffuse term of the popular Kajiya-Kay model. We show that there is a direct analogy, with the surface normal replaced by the tangent. Our main contribution is an analytic formula for the diffuse Kajiya-Kay BRDF in terms of spherical harmonics; this derivation is more complicated than for the standard diffuse lobe. We show that the terms decay even more rapidly than for Lambertian reflectance, going as l -3 , where l is the spherical harmonic order, and with only 6 terms (l = 0 and l = 2) capturing 99.8% of the energy. Existing code for irradiance environment maps can be trivially adapted for real-time rendering with tangent irradiance maps. We also demonstrate an application to offline rendering of the diffuse component of fibers, using our formula as a control variate for Monte Carlo sampling. [less]

Interactive Inverse 3D Modeling

James Andrews, Hailin Jin, Carlo H. Séquin CAD 2012

“Interactive Inverse 3D Modeling” is a user-guided approach to shape construction and redesign that extracts well-structured, parameterized, procedural descriptions ... [more] “Interactive Inverse 3D Modeling” is a user-guided approach to shape construction and redesign that extracts well-structured, parameterized, procedural descriptions from unstructured, hierarchically flat input data, such as point clouds, boundary representation meshes, or even multiple pictorial views of a given inspirational prototype. This approach combines traditional “forward” 3D modeling tools with a system of user-guided extraction modules and optimization routines. With a few cursor strokes users can express their preferences of the type of modeling primitives to be used in a particular area of the given prototype to be approximated, and they can also select the degree of parameterization associated with each modeling routine. The results are then pliable, structured descriptions that are well suited to implement the particular design modifications intended by the user. [less]

Importance Sampling of Reflection from Hair Fibers

Christophe Hery, Ravi Ramamoorthi JCCT 2012

Hair and fur are increasingly important visual features in production rendering, and physically-based light scattering models are now commonly used. In this paper, we enable ... [more] Hair and fur are increasingly important visual features in production rendering, and physically-based light scattering models are now commonly used. In this paper, we enable efficient Monte Carlo rendering of specular reflections from hair fibers. We describe a simple and practical importance sampling strategy for the reflection term in the Marschner hair model. Our implementation enforces approximate energy conservation, including at grazing angles by modifying the samples appropriately, and includes a Box-Muller transform to effectively sample a Gaussian lobe. These ideas are simple to implement, but have not been commonly reported in standard references. Moreover, we have found them to have broader applicability in sampling surface specular BRDFs. Our method has been widely used in production for more than a year, and complete pseudocode is provided. [less]

SimpleFlow: A Non-iterative, Sublinear Optical Flow Algorithm

Michael Tao, Jiamin Bai, Pushmeet Kohli, Sylvain Paris EG 2012

Optical flow is a critical component of video editing applications, e.g. for tasks such as object tracking, segmen- tation, and selection. In this paper, we propose an optical ... [more] Optical flow is a critical component of video editing applications, e.g. for tasks such as object tracking, segmen- tation, and selection. In this paper, we propose an optical flow algorithm called SimpleFlow whose running times increase sublinearly in the number of pixels. Central to our approach is a probabilistic representation of the motion flow that is computed using only local evidence and without resorting to global optimization. To estimate the flow in image regions where the motion is smooth, we use a sparse set of samples only, thereby avoiding the expensive computation inherent in traditional dense algorithms. We show that our results can be used as is for a variety of video editing tasks. For applications where accuracy is paramount, we use our result to bootstrap a global optimization. This significantly reduces the running times of such methods without sacrificing accuracy. We also demonstrate that the SimpleFlow algorithm can process HD and 4K footage in reasonable times. [less]

Exposing Digital Forgeries in Ballistic Motion

Valentina Conotter, James F. O'Brien, Hany Farid TIFS 2012

We describe a geometric technique to detect physically implausible trajectories of objects in video sequences. This technique explicitly models the three-dimensional ... [more] We describe a geometric technique to detect physically implausible trajectories of objects in video sequences. This technique explicitly models the three-dimensional ballistic motion of objects in free-flight and the two-dimensional projection of the trajectory into the image plane of a static or moving camera. Deviations from this model provide evidence of manipulation. The technique assumes that the object's trajectory is substantially influenced only by gravity, that the image of the object's center of mass can be determined from the images, and requires that any camera motion can be estimated from background elements. The computational requirements of the algorithm are modest, and any detected inconsistencies can be illustrated in an intuitive, geometric fashion. We demonstrate the efficacy of this analysis on videos of our own creation and on videos obtained from video-sharing websites. [less]

Real-Time Rendering of Rough Refraction

Charles de Rousiers, Adrien Bousseau, Kartic Subr, Nicolas Holzschuch, Ravi Ramamoorthi TVCG 2012

We present an algorithm to render objects made of transparent materials with rough surfaces in real-time, under all-frequency distant illumination. Rough surfaces cause ... [more] We present an algorithm to render objects made of transparent materials with rough surfaces in real-time, under all-frequency distant illumination. Rough surfaces cause wide scattering as light enters and exits objects, which significantly complicates the rendering of such materials. We present two contributions to approximate the successive scattering events at interfaces, due to rough refraction: First, an approximation of the Bidirectional Transmittance Distribution Function (BTDF), using spherical Gaussians, suitable for real-time estimation of environment lighting using pre-convolution; second, a combination of cone tracing and macro-geometry filtering to efficiently integrate the scattered rays at the exiting interface of the object. We demonstrate the quality of our approximation by comparison against stochastic ray-tracing. Furthermore we propose two extensions to our method for supporting spatially varying roughness on object surfaces and local lighting for thin objects. [less]

A Theory of Monte Carlo Visibility Sampling

Ravi Ramamoorthi, John Anderson, Mark Meyer, Derek Nowrouzezahrai TOG 2012

Soft shadows from area lights are one of the most crucial effects in high quality and production rendering, but Monte Carlo sampling of visibility is often the main source ... [more] Soft shadows from area lights are one of the most crucial effects in high quality and production rendering, but Monte Carlo sampling of visibility is often the main source of noise in rendered images. Indeed, it is common to use deterministic uniform sampling for the smoother shading effects in direct lighting, so that all of the Monte-Carlo noise arises from visibility sampling alone. In this paper, we analyze theoretically and empirically, using both statistical and Fourier methods, the effectiveness of different non- adaptive Monte Carlo sampling patterns for rendering soft shadows. We start with a single image scanline and a linear light source, and gradually consider more complex visibility functions at a pixel. We show an- alytically that the lowest expected variance is in fact achieved by uniform sampling (albeit at the cost of visual banding artifacts). Surprisingly, we show that for two or more discontinuities in the visibility function, a comparable error to uniform sampling is obtained by “uniform jitter” sampling, where a constant jitter is applied to all samples in a uniform pattern (as opposed to jittering each stratum as in standard stratified sampling). The variance can be reduced by up to a factor of two, compared to stratified or quasi-Monte Carlo techniques, without the banding in uniform sampling. We augment our statistical analysis with a novel 2D Fourier analysis across the pixel-light space. This allows us to characterize the banding frequencies in uniform sampling, and gives insights into the behavior of uniform jitter and stratified sampling. We next extend these results to planar area light sources. We show that the best sampling method can vary, depending on the type of light source (circular, gaussian or square/rectangular). The correlation of adjacent “light scanlines” in square light sources can reduce the effectiveness of uniform jitter sampling, while the smoother shape of circular and gaussian-modulated sources preserves its benefits—these findings are also exposed through our frequency analysis. In practical terms, the theory in this paper provides guidelines for selecting visibility sampling strategies, which can reduce the number of shadow samples by 20–40%, with simple modifications to existing rendering code. [less]

Exposing Photo Manipulation with Inconsistent Reflections

James F. O'Brien, Hany Farid TOG 2012

The advent of sophisticated photo editing software has made it increasingly easier to manipulate digital images. Often visual inspection cannot definitively distinguish ... [more] The advent of sophisticated photo editing software has made it increasingly easier to manipulate digital images. Often visual inspection cannot definitively distinguish the resulting forgeries from authentic photographs. In response, forensic techniques have emerged to detect geometric or statistical inconsistencies that result from specific forms of photo manipulation. In this paper we describe a new forensic technique that focuses on geometric inconsistencies that arise when fake reflections are inserted into a photograph or when a photograph containing reflections is manipulated. This analysis employs basic rules of reflective geometry and linear perspective projection, makes minimal assumptions about the scene geometry, and only requires the user to identify corresponding points on an object and its reflection. The analysis is also insensitive to common image editing operations such as resampling, color manipulations, and lossy compression. We demonstrate this technique with both visually plausible forgeries of our own creation and commercially produced forgeries. [less]

Practical Filtering for Efficient Ray-Traced Directional Occlusion

Kevin Egan, Fredo Durand, Ravi Ramamoorthi SIGGRAPH Asia 2011

Ambient occlusion and directional (spherical harmonic) occlusion have become a staple of production rendering because they capture many visually important qualities ... [more] Ambient occlusion and directional (spherical harmonic) occlusion have become a staple of production rendering because they capture many visually important qualities of global illumination while being reusable across multiple artistic lighting iterations. However, ray-traced solutions for hemispherical occlusion require many rays per shading point (typically 256-1024) due to the full hemi-spherical angular domain. Moreover, each ray can be expensive in scenes with moderate to high geometric complexity. However, many nearby rays sample similar areas, and the final occlusion result is often low frequency. We give a frequency analysis of shadow light fields using distant illumination with a general BRDF and nor- mal mapping, allowing us to share ray information even among complex receivers. We also present a new rotationally-invariant filter that easily handles samples spread over a large angular domain. Our method can deliver 4x speed up for scenes that are computationally bound by ray tracing costs. [less]

What An Image Reveals About Material Reflectance

Manmohan Chandraker, Ravi Ramamoorthi ICCV 2011

We derive precise conditions under which material reflectance properties may be estimated from a single image of a homogeneous curved surface (canonically a sphere), lit ... [more] We derive precise conditions under which material reflectance properties may be estimated from a single image of a homogeneous curved surface (canonically a sphere), lit by a directional source. Based on the observation that light is reflected along certain (a priori unknown) preferred directions such as the half-angle, we propose a semiparametric BRDF abstraction that lies between purely parametric and purely data-driven models. Formulating BRDF estimation as a particular type of semiparametric regression, both the preferred directions and the form of BRDF variation along them can be estimated from data. Our approach has significant theoretical, algorithmic and empirical benefits, lends insights into material behavior and enables novel applications. While it is well-known that fitting multi-lobe BRDFs may be ill-posed under certain conditions, prior to this work, precise results for the well-posedness of BRDF estimation had remained elusive. Since our BRDF representation is derived from physical intuition, but relies on data, we avoid pitfalls of both parametric (low generalizability) and non-parametric regression (low interpretability, curse of dimensionality). Finally, we discuss several applications such as single-image relighting, light source estimation and physically meaningful BRDF editing. [less]

A Linear Variational System for Modeling From Curves

James Andrews, Pushkar P. Joshi, Nathan Carr CGF 2011

We present a linear system for modelling 3D surfaces from curves. Our system offers better performance, stability and precision in control than previous non-linear systems ... [more] We present a linear system for modelling 3D surfaces from curves. Our system offers better performance, stability and precision in control than previous non-linear systems. By exploring the direct relationship between a standard higher-order Laplacian editing framework and Hermite spline curves, we introduce a new form of Cauchy constraint that makes our system easy to both implement and control. We introduce novel workflows that simplify the construction of 3D models from sketches. We show how to convert existing 3D meshes into our curve-based representation for subsequent editing and modelling, allowing our technique to be applied to a wide range of existing 3D content. [less]

Data-Driven Elastic Models for Cloth: Modeling and Measurement

Huamin Wang, Ravi Ramamoorthi, James F. O'Brien SIGGRAPH 2011

Cloth often has complicated nonlinear, anisotropic elastic behavior due to its woven pattern and fiber properties. However, most current cloth simulation techniques simply ... [more] Cloth often has complicated nonlinear, anisotropic elastic behavior due to its woven pattern and fiber properties. However, most current cloth simulation techniques simply use linear and isotropic elastic models with manually selected stiffness parameters. Such simple simulations do not allow differentiating the behavior of distinct cloth materials such as silk or denim, and they cannot model most materials with fidelity to their real-world counterparts. In this paper, we present a data-driven technique to more realistically animate cloth. We propose a piecewise linear elastic model that is a good approximation to nonlinear, anisotropic stretching and bending behaviors of various materials. We develop new measurement techniques for studying the elastic deformations for both stretching and bending in real cloth samples. Our setup is easy and inexpensive to construct, and the parameters of our model can be fit to observed data with a well-posed optimization procedure. We have measured a database of ten different cloth materials, each of which exhibits distinctive elastic behaviors. These measurements can be used in most cloth simulation systems to create natural and realistic clothing wrinkles and shapes, for a range of different materials. [less]

Perceptually Based Tone Mapping for Low-Light Conditions

Adam Kirk, James F. O'Brien SIGGRAPH 2011

In this paper we present a perceptually based algorithm for modeling the color shift that occurs for human viewers in low-light scenes. Known as the Purkinje effect, this ... [more] In this paper we present a perceptually based algorithm for modeling the color shift that occurs for human viewers in low-light scenes. Known as the Purkinje effect, this color shift occurs as the eye transitions from photopic, cone-mediated vision in well-lit scenes to scotopic, rod-mediated vision in dark scenes. At intermediate light levels vision is mesopic with both the rods and cones active. Although the rods have a spectral response distinct from the cones, they still share the same neural pathways. As light levels decrease and the rods become increasingly active they cause a perceived shift in color. We model this process so that we can compute perceived colors for mesopic and scotopic scenes from spectral image data. We also describe how the effect can be approximated from standard high dynamic range RGB images. Once we have determined rod and cone responses, we map them to RGB values that can be displayed on a standard monitor to elicit the intended color perception when viewed photopically. Our method focuses on computing the color shift associated with low-light conditions and leverages current HDR techniques to control the image’s dynamic range. We include results generated from both spectral and RGB input images. [less]

Illumination Decomposition for Material Recoloring with Consistent Interreflections

Robert Carroll, Ravi Ramamoorthi, Maneesh Agrawala SIGGRAPH 2011

Changing the color of an object is a basic image editing operation, but a high quality result must also preserve natural shading. A common approach is to first compute reflectance ... [more] Changing the color of an object is a basic image editing operation, but a high quality result must also preserve natural shading. A common approach is to first compute reflectance and illumination intrinsic images. Reflectances can then be edited independently, and recomposed with the illumination. However, manipulating only the reflectance color does not account for diffuse interreflections, and can result in inconsistent shading in the edited image. We propose an approach for further decomposing illumination into direct lighting, and indirect diffuse illumination from each material. This decomposition allows us to change indirect illumination from an individual material independently, so it matches the modified reflectance color. To address the underconstrained problem of decomposing illumination into multiple components, we take advantage of its smooth nature, as well as user-provided constraints. We demonstrate our approach on a number of examples, where we consistently edit material colors and the associated interreflections. [less]

Interactive Furniture Layout Using Interior Design Guidelines

Paul Merrell, Eric Schkufza, Zeyang Li, Maneesh Agrawala, Vladlen Koltun SIGGRAPH 2011

We present an interactive furniture layout system that assists users by suggesting furniture arrangements that are based on interior design guidelines. Our system incorporates ... [more] We present an interactive furniture layout system that assists users by suggesting furniture arrangements that are based on interior design guidelines. Our system incorporates the layout guidelines as terms in a density function and generates layout suggestions by rapidly sampling the density function using a hardware-accelerated Monte Carlo sampler. Our results demonstrate that the suggestion generation functionality measurably increases the quality of furniture arrangements produced by participants with no prior training in interior design. [less]

Sparse Reconstruction of Visual Appearance for Computer Graphics and Vision

Ravi Ramamoorthi Wavelets and Sparsity 2011

A broad range of problems in computer graphics rendering, appearance acquisition for graphics and vision, and imaging, involve sampling, reconstruction, and integration ... [more] A broad range of problems in computer graphics rendering, appearance acquisition for graphics and vision, and imaging, involve sampling, reconstruction, and integration of high-dimensional (4D-8D) signals. For example, precomputation based real-time rendering of glossy materials and intricate lighting effects like caustics, can involve (pre)-computing the response of the scene to different light and viewing directions, which is often a 6D dataset. Similarly, image-based appearance acquisition of facial details, car paint, or glazed wood, requires us to take images from different light and view directions. Even offline rendering of visual effects like motion blur from a fast-moving car, or depth of field, involves high-dimensional sampling across time and lens aperture. The same problems are also common in computational imaging applications such as light field cameras. In the past few years, computer graphics and computer vision researchers have made significant progress in subsequent analysis and compact factored or multiresolution representations for some of these problems. However, the initial full dataset must almost always still be acquired or computed by brute force. This is often prohibitively expensive, taking hours to days of computation and acquisition time, as well as being a challenge for memory usage and storage. For example, on the order of 10,000 megapixel images are needed for a 1 degree sampling of lights and views for high-frequency materials. We argue that dramatically sparser sampling and reconstruction of these signals is possible, before the full dataset is acquired or simulated. Our key idea is to exploit the structure of the data that often lies in lower-frequency, sparse, or low-dimensional spaces. Our framework will apply to a diverse set of problems such as sparse reconstruction of light transport matrices for relighting, sheared sampling and denoising for offline shadow rendering, time-coherent compressive sampling for appearance acquisition, and new approaches to computational photography and imaging. [less]

Optimizing Environment Maps for Material Depiction

Adrien Bousseau, Emmanuelle Chapoulie, Ravi Ramamoorthi, Maneesh Agrawala EGSR 2011

We present an automated system for optimizing and synthesizing environment maps that enhance the appearance of materials in a scene. We first identify a set of lighting ... [more] We present an automated system for optimizing and synthesizing environment maps that enhance the appearance of materials in a scene. We first identify a set of lighting design principles for material depiction. Each principle specifies the distinctive visual features of a material and describes how environment maps can emphasize those features. We express these principles as linear or quadratic image quality metrics, and present a general optimization framework to solve for the environment map that maximizes these metrics. We accelerate metric evaluation using an approach dual to precomputed radiance transfer (PRT). In contrast to standard PRT that integrates light transport over the lighting domain to generate an image, we pre-integrate light transport over the image domain to optimize for lighting. Finally we present two techniques for transforming existing photographic environment maps to better emphasize materials. We demonstrate the effectiveness of our approach by generating environment maps that enhance the depiction of a variety of materials including glass, metal, plastic, marble and velvet. [less]

A Theory of Differential Photometric Stereo for Unknown BRDFs

Manmohan Chandraker, Jiamin Bai, Ravi Ramamoorthi CVPR 2011

We present a comprehensive theory of photometric surface reconstruction from image derivatives. For unknown isotropic BRDFs, we show that two measurements of spatial ... [more] We present a comprehensive theory of photometric surface reconstruction from image derivatives. For unknown isotropic BRDFs, we show that two measurements of spatial and temporal image derivatives, under unknown light sources on a circle, suffice to determine the surface. This result is the culmination of a series of fundamental observations. First, we discover a photometric invariant that relates image derivatives to the surface geometry, regardless of the form of isotropic BRDF. Next, we show that just two pairs of differential images from unknown light directions suffice to recover surface information from the photometric invariant. This is shown to be equivalent to determining isocontours of constant magnitude of the surface gradient, as well as isocontours of constant depth. Further, we prove that specification of the surface normal at a single point completely determines the surface depth from these isocontours. In addition, we propose practical algorithms that require additional initial or boundary information, but recover depth from lower order derivatives. Our theoretical results are illustrated with several examples on synthetic and real data. [less]

On the Duality of Forward and Inverse Light Transport

Manmohan Chandraker, Jiamin Bai, Tian-Tsong Ng, Ravi Ramamoorthi PAMI 2011

Inverse light transport seeks to undo global illumination effects, such as interreflections, that pervade images of most scenes. This paper presents the theoretical and ... [more] Inverse light transport seeks to undo global illumination effects, such as interreflections, that pervade images of most scenes. This paper presents the theoretical and computational foundations for inverse light transport as a dual of forward rendering. Mathematically, this duality is established through the existence of underlying Neumann series expansions. Physically, it can be shown that each term of our inverse series cancels an interreflection bounce, just as the forward series adds them. While the convergence properties of the forward series are well-known, we show that the oscillatory convergence of the inverse series leads to more interesting conditions on material reflectance. Conceptually, the inverse problem requires the inversion of a large light transport matrix, which is impractical for realistic resolutions using standard techniques. A natural consequence of our theoretical framework is a suite of fast computational algorithms for light transport inversion -- analogous to finite element radiosity, Monte Carlo and wavelet-based methods in forward rendering -- that rely at most on matrix-vector multiplications. We demonstrate two practical applications, namely, separation of individual bounces of the light transport and fast projector radiometric compensation to display images free of global illumination artifacts in real-world environments. [less]

From the Rendering Equation to Stratified Light Transport Inversion

Tian-Tsong Ng, Ramampreet Singh Pahwa, Jiamin Bai, Kar-Han Tan, Ravi Ramamoorthi IJCV 2011

Recent advances in fast light transport acquisition have motivated new applications for forward and inverse light transport. While forward light transport enables image ... [more] Recent advances in fast light transport acquisition have motivated new applications for forward and inverse light transport. While forward light transport enables image relighting, inverse light transport provides new possibilities for analyzing and cancelling interreflections, to enable applications like projector radiometric compensation and light bounce separation. With known scene geometry and diffuse reflectance, inverse light transport can be easily derived in closed form. However, with unknown scene geometry and reflectance properties, we must acquire and invert the scene’s light transport matrix to undo the effects of global illumination. For many photometric setups such as that of a projector-camera system, the light transport matrix often has a size of 105 × 105 or larger. Direct matrix inversion is accurate but impractical computationally at these resolutions. In this work, we explore a theoretical analysis of inverse light transport, relating it to its forward counterpart, expressed in the form of the rendering equation. It is well known that forward light transport has a Neumann series that corresponds to adding bounces of light. In this paper, we show the existence of a similar inverse series, that zeroes out the corresponding physical bounces of light. We refer to this series solution as stratified light transport inversion, since truncating to a certain number of terms corresponds to cancelling the corresponding interreflection bounces. The framework of stratified inversion is general and may provide insight for other problems in light transport and beyond, that involve large-size matrix inversion. It is also efficient, requiring only sparse matrix-matrix multiplications. Our practical application is to radiometric compensation, where we seek to project patterns onto real-world surfaces, undoing the effects of global illumination. We use stratified light transport inversion to efficiently invert the acquired light transport matrix for a static scene, after which inter-reflection cancellation is a simple matrix-vector multiplication to compensate the input image for projection. [less]

Interactive Extraction and Re-Design of Sweep Geometries

James Andrews, Pushkar P. Joshi, Carlo H. Séquin CGI 2011

We introduce two interactive extraction modules that can fit the parameters of generalized sweeps to large, unstructured meshes for immediate, high-level, detail-preserving ... [more] We introduce two interactive extraction modules that can fit the parameters of generalized sweeps to large, unstructured meshes for immediate, high-level, detail-preserving modification. These modules represent two extremes in a spectrum of parameterized shapes: rotational sweeps defined by a few global parameters, and progressive sweeps forming generalized cylinders with many slowly varying local parameters. Both modules are initialized and controlled by the user drawing a few strokes onto the displayed original model. We demonstrate the system on various shapes, ranging from clean, mechanical geometries to organic forms with intricate surface details. [less]

Bringing Clothing into Desired Configurations with Limited Perception

Marco Cusumano-Towner, Arjun Singh, Stephen Miller, James F. O'Brien, Pieter Abbeel ICRA 2011

We consider the problem of autonomously bringing an article of clothing into a desired configuration using a general-purpose two-armed robot. We propose a hidden Markov ... [more] We consider the problem of autonomously bringing an article of clothing into a desired configuration using a general-purpose two-armed robot. We propose a hidden Markov model (HMM) for estimating the identity of the article and tracking the article's configuration throughout a specific sequence of manipulations and observations. At the end of this sequence, the article's configuration is known, though not necessarily desired. The estimated identity and configuration of the article are then used to plan a second sequence of manipulations that brings the article into the desired configuration. We propose a relaxation of a strain-limiting finite element model for cloth simulation that can be solved via convex optimization; this serves as the basis of the transition and observation models of the HMM. The observation model uses simple perceptual cues consisting of the height of the article when held by a single gripper and the silhouette of the article when held by two grippers. The model accurately estimates the identity and configuration of clothing articles, enabling our procedure to autonomously bring a variety of articles into desired configurations that are useful for other tasks, such as folding. [less]

Modeling and Perception of Deformable One-Dimensional Objects

Shervin Javdani, Sameep Tandon, Jie Tang, James F. O'Brien, Pieter Abbeel ICRA 2011

Recent advances in the modeling of deformable one-dimensional objects (DOOs) such as surgical suture, rope, and hair show significant promise for improving the simulation ... [more] Recent advances in the modeling of deformable one-dimensional objects (DOOs) such as surgical suture, rope, and hair show significant promise for improving the simulation, perception, and manipulation of such objects. An important application of these tasks lies in the area of medical robotics, where robotic surgical assistants have the potential to greatly reduce surgeon fatigue and human error by improving the accuracy, speed, and robustness of surgical tasks such as suturing. However, different types of DOOs exhibit a variety of bending and twisting behaviors that are highly dependent on material properties. This paper proposes an approach for fitting simulation models of DOOs to observed data. Our approach learns an energy function such that observed DOOs configurations lie in local energy minima. Our experiments on a variety of DOOs show that models fitted to different types of DOOs using our approach enable accurate prediction of future configurations. Additionally, we explore the application of our learned model to the perception of DOOs. [less]

Frequency Analysis and Sheared Filtering for Shadow Light Fields of Complex Occluders

Kevin Egan, Florian Hecht, Frédo Durand, Ravi Ramamoorthi TOG 2011

Monte Carlo ray tracing of soft shadows produced by area lighting and intricate geometries, such as the shadows through plant leaves or arrays of blockers, is a critical challenge ... [more] Monte Carlo ray tracing of soft shadows produced by area lighting and intricate geometries, such as the shadows through plant leaves or arrays of blockers, is a critical challenge. The final image often has relatively smooth shadow patterns, since it integrates over the light source. However, Monte Carlo rendering exhibits considerable noise even at high sample counts because of the large variance of the integrand due to the intricate shadow function. This article develops an efficient diffuse soft shadow technique for mid to far occluders that relies on a new 4D cache and sheared reconstruction filter. For this, we first derive a frequency analysis of shadows for planar area lights and complex occluders. Our analysis subsumes convolution soft shadows for parallel planes as a special case. It allows us to derive 4D sheared filters that enable lower sampling rates for soft shadows. While previous sheared-reconstruction techniques were able primarily to index samples according to screen position, we need to perform reconstruction at surface receiver points that integrate over vastly different shapes in the reconstruction domain. This is why we develop a new light-field-like 4D data structure to store shadowing values and depth information. Any ray tracing system that shoots shadow rays can easily incorporate our method to greatly reduce sampling rates for diffuse soft shadows. [less]

Design Principles for Visual Communication

Maneesh Agrawala, Wilmot Li, Floraine Berthouzoz CACM

Design principles connect the visual design of a visualization with the viewer’s perception and cognition of the underlying information the visualization is meant to ... [more] Design principles connect the visual design of a visualization with the viewer’s perception and cognition of the underlying information the visualization is meant to convey. Identifying and formulating good design principles often requires analyzing the best hand-designed visualizations, examining prior research on the perception and cognition of visualizations, and, when necessary, conducting user studies into how visual techniques affect perception and cognition. Given a set of design rules and quantitative evaluation criteria, we can use procedural techniques and/or energy optimization to build automated visualization-design systems. [less]

Real-Time Rough Refraction

Charles De Rousiers, Adrien Bousseau, Kartic Subr, Nicolas Holzschuch, Ravi Ramamoorthi I3D 2011

We present an algorithm to render objects of transparent materials with rough surfaces in real-time, under distant illumination. Rough surfaces cause wide scattering ... [more] We present an algorithm to render objects of transparent materials with rough surfaces in real-time, under distant illumination. Rough surfaces cause wide scattering as light enters and exits objects, which significantly complicates the rendering of such materials. We present two contributions to approximate the successive scattering events at interfaces, due to rough refraction : First, an approximation of the Bidirectional Transmittance Distribution Function (BTDF), using spherical Gaussians, suitable for real-time estimation of environment lighting using pre-convolution; second, a combination of cone tracing and macro-geometry filtering to efficiently integrate the scattered rays at the exiting interface of the object. We demonstrate the quality of our approximation by comparison against stochastic raytracing. [less]

Eden: A Professional Multitouch Tool for Constructing Virtual Organic Environments

Kenrick Kin, Tom Miller, Björn Bollensdorff, Tony DeRose, Björn Hartmann, Maneesh Agrawala CHI 2011

Set construction is the process of selecting and positioning virtual geometric objects to create a virtual environment used in a computer-animated film. Set construction ... [more] Set construction is the process of selecting and positioning virtual geometric objects to create a virtual environment used in a computer-animated film. Set construction artists often have a clear mental image of the set composition, but find it tedious to build their intended sets with current mouse and keyboard interfaces. We investigate whether multitouch input can ease the process of set construction. Working with a professional set construction artist at Pixar Animation Studios, we designed and developed Eden, a fully functional multitouch set construction application. In this paper, we describe our design process and how we balanced the advantages and disadvantages of multitouch input to develop usable gestures for set construction. Based on our design process and the user experiences of two set construction artists, we present a general set of lessons we learned regarding the design of a multitouch interface. [less]

FingerGlass: Efficient Multiscale Interaction on Multitouch Screens

Dominik Käser, Maneesh Agrawala, Mark Pauly

Many tasks in graphical user interfaces require users to inter- act with elements at various levels of precision. We present FingerGlass, a bimanual technique designed ... [more] Many tasks in graphical user interfaces require users to inter- act with elements at various levels of precision. We present FingerGlass, a bimanual technique designed to improve the precision of graphical tasks on multitouch screens. It enables users to quickly navigate to different locations and across multiple scales of a scene using a single hand. The other hand can simultaneously interact with objects in the scene. Unlike traditional pan-zoom interfaces, FingerGlass retains contextual information during the interaction. We evaluated our technique in the context of precise object selection and translation and found that FingerGlass significantly outperforms three state-of-the-art baseline techniques in both objective and subjective measurements: users acquired and translated targets more than 50% faster than with the second- best technique in our experiment. [less]

CommentSpace: Structured Support for Collaborative Visual Analysis

Wesley Willett, Jeffrey Heer, Joseph Hellerstein, Maneesh Agrawala

Collaborative visual analysis tools can enhance sensemaking by facilitating social interpretation and parallelization of effort. These systems enable distributed ... [more] Collaborative visual analysis tools can enhance sensemaking by facilitating social interpretation and parallelization of effort. These systems enable distributed exploration and evidence gathering, allowing many users to pool their effort as they discuss and analyze the data. We explore how adding lightweight tag and link structure to comments can aid this analysis process. We present CommentSpace, a collaborative system in which analysts comment on visualizations and websites and then use tags and links to organize findings and identify others' contributions. In a series of studies comparing CommentSpace to a system without support for tags and links, we find that a small, fixed vocabulary of tags (question, hypothesis, to-do) and links (evidence-for, evidence-against) helps analysts more reliably locate evidence and establish common ground. We also demonstrate that tags and links can help teams complete evidence gathering and synthesis tasks and that organizing comments using tags and links improves analytic results. Finally, we find that managing and incentivizing participation is important for analysts to progress from exploratory analysis to the organization and synthesis tasks where tags and links are most useful. [less]

Computer generation of ribbed sculptures

James Hamlin, Carlo H. Séquin JMA 2010

Charles Perry's monumental sculpture Solstice is analysed and its generative geometrical logic based on a twisted toroidal sweep is captured in a computer programme with ... [more] Charles Perry's monumental sculpture Solstice is analysed and its generative geometrical logic based on a twisted toroidal sweep is captured in a computer programme with interactively adjustable control parameters. This programme is then used to generate other models of ribbed sculptures based on one or more interlinked torus knots. From this family of sculptures related to Perry's Solstice we derive a broader paradigm for the generation of "ribbed" sculptures. It is based on one or two simple, mathematically defined "guide rails", which are then populated with a dense set of thinner "ribs" to create lightweight, transparent surfaces. With this broadened concept and a few suitably modified and parameterized programmes we can emulate many other ribbed sculptures by Charles Perry and also create new sculpture designs and mathematical visualization models that profit from the semi-transparent look of these structures. [less]

Multi-Resolution Isotropic Strain Limiting

Huamin Wang, James F. O'Brien, Ravi Ramamoorthi SIGGRAPH Asia 2010

In this paper we describe a fast strain-limiting method that allows stiff, incompliant materials to be simulated efficiently. Unlike prior approaches, which act on springs ... [more] In this paper we describe a fast strain-limiting method that allows stiff, incompliant materials to be simulated efficiently. Unlike prior approaches, which act on springs or individual strain components, this method acts on the strain tensors in a coordinate-invariant fashion allowing isotropic behavior. Our method applies to both two- and three-dimensional strains, and only requires computing the singular value decomposition of the deformation gradient, either a small 2x2 or 3x3 matrix, for each element. We demonstrate its use with triangular and tetrahedral linear-basis elements. For triangulated surfaces in three-dimensional space, we also describe a complementary edge-angle-limiting method to limit out-of-plane bending. All of the limits are enforced through an iterative, non-linear, Gauss-Seidel-like constraint procedure. To accelerate convergence, we propose a novel multi-resolution algorithm that enforces fitted limits at each level of a non-conforming hierarchy. Compared with other constraint-based techniques, our isotropic multi-resolution strain-limiting method is straightforward to implement, efficient to use, and applicable to a wide range of shell and solid materials. [less]

Automatic Generation of Destination Maps

Johannes Kopf, Maneesh Agrawala, David Bargeron, David Salesin, Michael F. Cohen SIGGRAPH Asia 2010

Destination maps are navigational aids designed to show anyone within a region how to reach a location (the destination). Hand-designed destination maps include only the ... [more] Destination maps are navigational aids designed to show anyone within a region how to reach a location (the destination). Hand-designed destination maps include only the most important roads in the region and are non-uniformly scaled to ensure that all of the important roads from the highways to the residential streets are visible. We present the first automated system for creating such destination maps based on the design principles used by mapmakers. Our system includes novel algorithms for selecting the important roads based on mental representations of road networks, and for laying out the roads based on a non-linear optimization procedure. The final layouts are labeled and rendered in a variety of styles ranging from informal to more formal map styles. The system has been used to generate over 57,000 destination maps by thousands of users. We report feedback from both a formal and informal user study, as well as provide quantitative measures of success. [less]

Symmetrical Embeddings of Regular Maps R5.13 and R5.6

Carlo H. Séquin

This report is a documentation of my trial-and-error design process to find a symmetrical embedding of the regular map R5.13 on a genus-5 2-manifold. It documents the non-linear ... [more] This report is a documentation of my trial-and-error design process to find a symmetrical embedding of the regular map R5.13 on a genus-5 2-manifold. It documents the non-linear way in which my mind homed-in on a valid solution and then refined that solution to obtain a satisfactory geometrical model. This design-thinking log may serve as a case study for a design approach that switches back and forth between doodling with physical materials, computer-aided template and model construction, and verification of the results on tangible visualization models. Lessons learned on R5.13 were subsequently applied to solve the embedding of the regular map R5.6. [less]

Personalized Photograph Ranking and Selection System

Che-Hua Yeh, Yuan-Chen Ho, Brian A. Barsky, Ming Ouhyoung ACM MM 2010

In this paper, we propose a novel personalized ranking system for amateur photographs. Although some of the features used in our system are similar to previous work, new features ... [more] In this paper, we propose a novel personalized ranking system for amateur photographs. Although some of the features used in our system are similar to previous work, new features, such as texture, RGB color, portrait (through face detection), and black-and-white, are included for individual preferences. Our goal of automatically ranking photographs is not intended for award-wining professional photographs but for photographs taken by amateurs, especially when individual preference is taken into account. The performance of our system in terms of precision-recall diagram and binary classification accuracy (93%) is close to the best results to date for both overall system and individual features. Two personalized ranking user interfaces are provided: one is feature-based and the other is example-based. Although both interfaces are effective in providing personalized preferences, our user study showed that example-based was preferred by twice as many people as feature-based. [less]

A Dual Theory of Inverse and Forward Light Transport

Jiamin Bai, Manmohan Chandraker, Tian-Tsong Ng, Ravi Ramamoorthi ECCV 2010

We present the theoretical and computational foundations for inverse light transport as a dual of forward rendering. Inverse light transport seeks to undo global illumination ... [more] We present the theoretical and computational foundations for inverse light transport as a dual of forward rendering. Inverse light transport seeks to undo global illumination effects, such as interreflections, that pervade images of most scenes. Mathematically, this duality is established through the existence of underlying Neumann series expansions. Physically, we show that each term of our inverse series cancels an interreflection bounce, just as the forward series adds them. While the convergence properties of the forward series are well-known, we show that the oscillatory convergence of the inverse series leads to more interesting conditions on material reflectance. Conceptually, the inverse problem requires the inversion of a large transport matrix, which is impractical for realistic resolutions. A natural consequence of our theoretical framework is a suite of fast computational algorithms for light transport inversion - analogous to finite element radiosity, Monte Carlo and wavelet-based methods in forward rendering - that rely at most on matrix-vector multiplications. We demonstrate two practical applications, namely, separation of individual bounces of the light transport and fast projector radiometric compensation to display images free of global illumination artifacts in real-world environments. [less]

Error-tolerant Image Compositing

Michael W. Tao, Micah K. Johnson, Sylvain Paris ECCV 2010

Gradient-domain compositing is an essential tool in computer vision and its applications, e.g., seamless cloning, panorama stitching, shadow removal, scene completion and ... [more] Gradient-domain compositing is an essential tool in computer vision and its applications, e.g., seamless cloning, panorama stitching, shadow removal, scene completion and reshuffling. While easy to implement, these gradient-domain techniques often generate bleeding artifacts where the composited image regions do not match. One option is to modify the region boundary to minimize such mismatches. However, this option may not always be sufficient or applicable, e.g., the user or algorithm may not allow the selection to be altered. We propose a new approach to gradient-domain compositing that is robust to inaccuracies and prevents color bleeding without changing the boundary location. Our approach improves standard gradient-domain compositing in two ways. First, we define the boundary gradients such that the produced gradient field is nearly integrable. Second, we control the integration process to concentrate residuals where they are less conspicuous. We show that our approach can be formulated as a standard least-squares problem that can be solved with a sparse linear system akin to the classical Poisson equation. We demonstrate results on a variety of scenes. The visual quality and run-time complexity compares favorably to other approaches. [less]

Example-Based Wrinkle Synthesis for Clothing Animation

Huamin Wang, Florian Hecht, Ravi Ramamoorthi, James F. O'Brien SIGGRAPH 2010

This paper describes a method for animating the appearance of clothing, such as pants or a shirt, that fits closely to a figure's body. Compared to flowing cloth, such as loose ... [more] This paper describes a method for animating the appearance of clothing, such as pants or a shirt, that fits closely to a figure's body. Compared to flowing cloth, such as loose dresses or capes, these types of garments involve nearly continuous collision contact and small wrinkles, that can be troublesome for traditional cloth simulation methods. Based on the observation that the wrinkles in close-fitting clothing behave in a predominantly kinematic fashion, we have developed an example-based wrinkle synthesis technique. Our method drives wrinkle generation from the pose of the figure's kinematic skeleton. This approach allows high quality clothing wrinkles to be combined with a coarse cloth simulation that computes the global and dynamic aspects of the clothing motion. While the combined results do not exactly match a high-resolution reference simulation, they do capture many of the characteristic fine-scale features and wrinkles. Further, the combined system runs at interactive rates, making it suitable for applications where high-resolution offline simulations would not be a viable option. The wrinkle synthesis method uses a precomputed database built by simulating the high-resolution clothing as the articulated figure is moved over a range of poses. In principle, the space of poses is exponential in the total number of degrees of freedom; however clothing wrinkles are primarily affected by the nearest joints, allowing each joint to be processed independently. During synthesis, mesh interpolation is used to consider the influence of multiple joints, and combined with a coarse simulation to produce the final results at interactive rates. [less]

Dynamic Local Remeshing for Elastoplastic Simulation

Martin Wicke, Daniel Ritchie, Bryan Klingner, Sebastian Burke, Jonathan Shewchuk, James F. O'Brien SIGGRAPH 2010

We propose a finite element simulation method that addresses the full range of material behavior, from purely elastic to highly plastic, for physical domains that are substantially ... [more] We propose a finite element simulation method that addresses the full range of material behavior, from purely elastic to highly plastic, for physical domains that are substantially reshaped by plastic flow, fracture, or large elastic deformations. To mitigate artificial plasticity, we maintain a simulation mesh in both the current state and the rest shape, and store plastic offsets only to represent the non-embeddable portion of the plastic deformation. To maintain high element quality in a tetrahedral mesh undergoing gross changes, we use a dynamic meshing algorithm that attempts to replace as few tetrahedra as possible, and thereby limits the visual artifacts and artificial diffusion that would otherwise be introduced by repeatedly remeshing the domain from scratch. Our dynamic mesher also locally refines and coarsens a mesh, and even creates anisotropic tetrahedra, wherever a simulation requests it. We illustrate these features with animations of elastic and plastic behavior, extreme deformations, and fracture. [less]

My Search for Symmetrical Embeddings of Regular Maps

Carlo H. Séquin Bridges 2010

Various approaches are discussed for obtaining highly symmetrical and aesthetically pleasing space models of regular maps embedded in surfaces of genus 2 to 5. For many ... [more] Various approaches are discussed for obtaining highly symmetrical and aesthetically pleasing space models of regular maps embedded in surfaces of genus 2 to 5. For many cases, geometrical intuition and preliminary visualization models made from paper strips or plastic pipes are quite competitive with exhaustive computer searches. A couple of particularly challenging problems are presented as detailed case studies. The symmetrical patterns discovered could be further modified to create Escher-like tilings on low-genus handle bodies. [less]

Image Warps for Artistic Perspective Manipulation

Robert Carroll, Aseem Agarwala, Maneesh Agrawala

Painters and illustrators commonly sketch vanishing points and lines to guide the construction of perspective images. We present a tool that gives users the ability to ... [more] Painters and illustrators commonly sketch vanishing points and lines to guide the construction of perspective images. We present a tool that gives users the ability to manipulate perspective in photographs using image space controls similar to those used by artists. Our approach computes a 2D warp guided by constraints based on projective geometry. A user annotates an image by marking a number of image space constraints including planar regions of the scene, straight lines, and associated vanishing points. The user can then use the lines, vanishing points, and other point constraints as handles to control the warp. Our system optimizes the warp such that straight lines remain straight, planar regions transform according to a homography, and the entire mapping is as shape-preserving as possible. While the result of this warp is not necessarily an accurate perspective projection of the scene, it is often visually plausible. We demonstrate how this approach can be used to produce a variety of effects, such as changing the perspective composition of a scene, exploring artistic perspectives not realizable with a camera, and matching perspectives of objects from different images so that they appear consistent for compositing. [less]

Illustrating How Mechanical Assemblies Work

Niloy J. Mitra, Yong-Liang Yang, Dong-Ming Yan, Wilmot Li, Maneesh Agrawala

How things work visualizations use a variety of visual techniques to depict the operation of complex mechanical assemblies. We present an automated approach for generating ... [more] How things work visualizations use a variety of visual techniques to depict the operation of complex mechanical assemblies. We present an automated approach for generating such visualizations. Starting with a 3D CAD model of an assembly, we first infer the motions of individual parts and the interactions between parts based on their geometry and a few user specified constraints. We then use this information to generate visualizations that incorporate motion arrows, frame sequences and animation to convey the causal chain of motions and mechanical interactions between parts. We present results for a wide variety of assemblies. [less]

Sparsely Precomputing The Light Transport Matrix for Real-Time Rendering

Fu-Chung Huang, Ravi Ramamoorthi EGSR 2010

Precomputation-based methods have enabled real-time rendering with natural illumination, all-frequency shadows, and global illumination. However, a major bottleneck ... [more] Precomputation-based methods have enabled real-time rendering with natural illumination, all-frequency shadows, and global illumination. However, a major bottleneck is the precomputation time, that can take hours to days. While the final real-time data structures are typically heavily compressed with clustered principal component analysis and/or wavelets, a full light transport matrix still needs to be precomputed for a synthetic scene, often by exhaustive sampling and raytracing. This is expensive and makes rapid prototyping of new scenes prohibitive. In this paper, we show that the precomputation can be made much more efficient by adaptive and sparse sampling of light transport. We first select a small subset of “dense vertices”, where we sample the angular dimensions more completely (but still adaptively). The remaining “sparse vertices” require only a few angular samples, isolating features of the light transport. They can then be interpolated from nearby dense vertices using locally low rank approximations. We demonstrate sparse sampling and precomputation 5× faster than previous methods. [less]

Common Sense Community: Scaffolding Mobile Sensing and Analysis for Novice Users

Wesley Willett, Paul Aoki, Neil Kumar, Sushmita Subramanian, Allison Woodruff

As sensing technologies become increasingly distributed and democratized, citizens and novice users are becoming responsible for the kinds of data collection and analysis ... [more] As sensing technologies become increasingly distributed and democratized, citizens and novice users are becoming responsible for the kinds of data collection and analysis that have traditionally been the purview of professional scientists and analysts. Leveraging this citizen engagement effectively, however, requires not only tools for sensing and data collection but also mechanisms for understanding and utilizing input from both novice and expert stakeholders. When successful, this process can result in actionable findings that leverage and engage community members and build on their experiences and observations. We explored this process of knowledge production through several dozen interviews with novice community members, scientists, and regulators as part of the design of a mobile air quality monitoring system. From these interviews, we derived design principles and a framework for describing data collection and knowledge generation in citizen science settings, culminating in the user-centered design of a system for community analysis of air quality data. Unlike prior systems, ours breaks analysis tasks into discrete mini-applications designed to facilitate and scaffold novice contributions. An evaluation we conducted with community members in an area with air quality concerns indicates that these mini-applications help participants identify relevant phenomena and generate local knowledge contributions. [less]

Two New Approaches to Depth of Field Post-Processing: Pyramid Spreading and Tensor Filtering

Todd J. Kosloff, Brian A. Barsky VISIGRAPP 2010

Depth of field refers to the swath that is imaged in sharp focus through an optics system, such as a camera lens. Control over depth of field is an important artistic tool, which ... [more] Depth of field refers to the swath that is imaged in sharp focus through an optics system, such as a camera lens. Control over depth of field is an important artistic tool, which can be used, for example, to emphasize the subject of a photograph. The most efficient algorithms for simulating depth of field are post-processing methods. Post-processing can be made more efficient by making various approximations. We start with the assumption that the point spread function (PSF) is Gaussian. This assumption introduces structure into the problem which we exploit to achieve speed. Two methods will be presented. In our first approach, which we call pyramid spreading, PSFs are spread into a pyramid. By writing larger PSFs to coarser levels of the pyramid, the performance remains constant, independent of the size of the PSFs. After spreading all the PSFs, the pyramid is then collapsed to yield the final blurred image. Our second approach, called the tensor method, exploits the fact that blurring is a linear operator. The operator is treated as a large tensor which is compressed by finding structure in it. The compressed representation is then used to directly blur the image. Both methods present new perspectives on the problem of efficiently blurring an image. [less]

Simulation of Needle Insertion and Tissue Deformation for Modeling Prostate Brachytherapy

Nuttapong Chentanez, Ron Alterovitz, Daniel Ritchie, Lita Cho, Kris Hauser, Ken Goldberg, Jonathan Shewchuk, James F. O'Brien ABS 2010

Realistic modeling of needle insertion during brachytherapy can be used for training and in automated planning to reduce errors between intended and actual placement ... [more] Realistic modeling of needle insertion during brachytherapy can be used for training and in automated planning to reduce errors between intended and actual placement of the needle tip. We have developed a three-dimensional tetrahedral finite element simulation that models tissue deformation, needle flexation, and their coupled interaction. [less]

Using Blur to Affect Perceived Distance and Size

Robert (Robin) Held, Emily Cooper, James F. O'Brien, Marty Banks TOG 2010

We present a probabilistic model of how viewers may use defocus blur in conjunction with other pictorial cues to estimate the absolute distances to objects in a scene. Our ... [more] We present a probabilistic model of how viewers may use defocus blur in conjunction with other pictorial cues to estimate the absolute distances to objects in a scene. Our model explains how the pattern of blur in an image together with relative depth cues indicates the apparent scale of the image’s contents. From the model, we develop a semi-automated algorithm that applies blur to a sharply rendered image and thereby changes the apparent distance and scale of the scene’s contents. To examine the correspondence between the model/algorithm and actual viewer experience, we conducted an experiment with human viewers and compared their estimates of absolute distance to the model’s predictions. We did this for images with geometrically correct blur due to defocus and for images with commonly used approximations to the correct blur. The agreement between the experimental data and model predictions was excellent. The model predicts that some approximations should work well and that others should not. Human viewers responded to the various types of blur in much the way the model predicts. The model and algorithm allow one to manipulate blur precisely and to achieve the desired perceived scale efficiently. [less]

An intuitive explanation of third-order surface behavior

Pushkar P. Joshi, Carlo H. Séquin CAGD

We present a novel parameterization-independent exposition of the third-order geometric behavior of a surface point. Unlike existing algebraic expositions, our work ... [more] We present a novel parameterization-independent exposition of the third-order geometric behavior of a surface point. Unlike existing algebraic expositions, our work produces an intuitive explanation of third-order shape, analogous to the principal curvatures and directions that describe second-order shape. We extract four parameters that provide a quick and concise understanding of the third-order surface behavior at any given point. Our shape parameters are useful for easily characterizing different third-order surface shapes without having to use tensor algebra. Our approach generalizes to higher orders, allowing us to extract similarly intuitive parameters that fully describe fourth- and higher-order surface behavior. [less]

Perceptual Guidelines for Creating Rectangular Treemaps

Nicholas Kong, Jeffrey Heer, Maneesh Agrawala

Treemaps are space-filling visualizations that make efficient use of limited display space to depict large amounts of hi- erarchical data. Creating perceptually effective ... [more] Treemaps are space-filling visualizations that make efficient use of limited display space to depict large amounts of hi- erarchical data. Creating perceptually effective treemaps requires carefully managing a number of design parameters including the aspect ratio and luminance of rectangles. Moreover, treemaps encode values using area, which has been found to be less accurate than judgments of other visual encodings, such as length. We conduct a series of controlled experiments aimed at producing a set of design guidelines for creating effective rectangular treemaps. We find no evidence that luminance affects area judgments, but observe that aspect ratio does have an effect. Specifically, we find that the accuracy of area comparisons suffers when the compared rectangles have extreme aspect ratios or when both are squares. Contrary to common assumptions, the optimal distribution of rectangle aspect ratios within a treemap should include non-squares, but should avoid extreme aspect ratios. We then compare treemaps with hierarchical bar chart displays to identify the data densities at which length-encoded bar charts become less effective than area-encoded treemaps. We report the transition points at which treemaps exhibit judgment accuracy on par with bar charts for both leaf and non-leaf tree nodes. We also find that even at relatively low data densities treemaps result in faster comparisons than bar charts. Based on these results, we present a set of guidelines for the effective use of treemaps. [less]

Exploded View Diagrams of Mathematical Surfaces

Olga Karpenko, Wilmot Li, Niloy J. Mitra, Maneesh Agrawala

We present a technique for visualizing complicated mathematical surfaces that is inspired by hand-designed topological illustrations. Our approach generates exploded ... [more] We present a technique for visualizing complicated mathematical surfaces that is inspired by hand-designed topological illustrations. Our approach generates exploded views that expose the internal structure of such a surface by partitioning it into parallel slices, which are separated from each other along a single linear explosion axis. Our contributions include a set of simple, prescriptive design rules for choosing an explosion axis and placing cutting planes, as well as automatic algorithms for applying these rules. First we analyze the input shape to select the explosion axis based on the detected rotational and reflective symmetries of the input model. We then partition the shape into slices that are designed to help viewers better understand how the shape of the surface and its cross-sections vary along the explosion axis. Our algorithms work directly on triangle meshes, and do not depend on any specific parameterization of the surface. We generate exploded views for a variety of mathematical surfaces using our system. [less]

Removing Image Artifacts Due to Dirty Camera Lenses and Thin Occluders

Jinwei Gu, Ravi Ramamoorthi, Peter Belhumeur, Shree Nayar SIGGRAPH ASIA 09

Dirt on camera lenses, and occlusions from thin objects such as fences, are two important types of artifacts in digital imaging systems. These artifacts are not only an annoyance ... [more] Dirt on camera lenses, and occlusions from thin objects such as fences, are two important types of artifacts in digital imaging systems. These artifacts are not only an annoyance for photographers, but also a hindrance to computer vision and digital forensics. In this paper, we show that both effects can be described by a single image formation model, wherein an intermediate layer (of dust, dirt or thin occluders) both attenuates the incoming light and scatters stray light towards the camera. Because of camera defocus, these artifacts are low-frequency and either additive or multiplicative, which gives us the power to recover the original scene radiance pointwise. We develop a number of physics-based methods to remove these effects from digital photographs and videos. For dirty camera lenses, we propose two methods to estimate the attenuation and the scattering of the lens dirt and remove the artifacts either by taking several pictures of a structured calibration pattern beforehand, or by leveraging natural image statistics for post-processing existing images. For artifacts from thin occluders, we propose a simple yet effective iterative method that recovers the original scene from multiple apertures. The method requires two images if the depths of the scene and the occluder layer are known, or three images if the depths are unknown. The effectiveness of our proposed methods are demonstrated by both simulated and real experimental results. [less]

Adaptive Wavelet Rendering

Ryan Overbeck, Craig Donner, Ravi Ramamoorthi SIGGRAPH ASIA 09

Effects such as depth of field, area lighting, antialiasing and global illumination require evaluating a complex high-dimensional integral at each pixel of an image. We ... [more] Effects such as depth of field, area lighting, antialiasing and global illumination require evaluating a complex high-dimensional integral at each pixel of an image. We develop a new adaptive rendering algorithm that greatly reduces the number of samples needed for Monte Carlo integration. Our method renders directly into an image-space wavelet basis. First, we adaptively distribute Monte Carlo samples to reduce the variance of the wavelet basis scale coefficients, while using the wavelet coefficients to find edges. Working in wavelets, rather than pixels, allows us to sample not only image-space edges but also other features that are smooth in the image plane but have high variance in other integral dimensions. In the second stage, we reconstruct the image from these samples by using a suitable wavelet approximation. We achieve this by subtracting an estimate of the error in each wavelet coefficient from its magnitude, effectively producing the smoothest image consistent with the rendering samples. Our algorithm renders scenes with significantly fewer samples than basic Monte Carlo or adaptive techniques. Moreover, the method introduces minimal overhead, and can be efficiently included in an optimized ray-tracing system. [less]

User-Assisted Intrinsic Images

Adrien Bousseau, Sylvain Paris, Fredo Durand SIGGRAPH Asia 2009

For many computational photography applications, the lighting and materials in the scene are critical pieces of information. We seek to obtain intrinsic images, which decompose ... [more] For many computational photography applications, the lighting and materials in the scene are critical pieces of information. We seek to obtain intrinsic images, which decompose a photo into the product of an illumination component that represents lighting effects and a reflectance component that is the color of the observed material. This is an under-constrained problem and automatic methods are challenged by complex natural images. We describe a new approach that enables users to guide an optimization with simple indications such as regions of constant reflectance or illumination. Based on a simple assumption on local reflectance distributions, we derive a new propagation energy that enables a closed form solution using linear least-squares. We achieve fast performance by introducing a novel downsampling that preserves local color distributions. We demonstrate intrinsic image decomposition on a variety of images and show applications. [less]

Edge-Based Image Coarsening

Raanan Fattal, Robert Carroll, Maneesh Agrawala

This paper presents a new dimensionally-reduced linear image space that allows a number of recent image manipulation techniques to be performed efficiently and robustly ... [more] This paper presents a new dimensionally-reduced linear image space that allows a number of recent image manipulation techniques to be performed efficiently and robustly. The basis vectors spanning this space are constructed from a scale-adaptive image decomposition, based on kernels of the bilateral filter. Each of these vectors locally binds together pixels in smooth regions and leaves pixels across edges independent. Despite the drastic reduction in the number of degrees of freedom, this representation can be used to perform a number of recent gradient-based tonemapping techniques. In addition to reducing computation time, this space can prevent the bleeding artifacts which are common to Poisson-based integration methods. In addition, we show that this reduced representation is useful for energy-minimization methods in achieving efficient processing and providing better matrix conditioning at a minimal quality sacrifice. [less]

Generating Surface Crack Patterns

Hayley Iben, James F. O'Brien Graphical Models

We present a method for generating surface crack patterns that appear in materials such as mud, ceramic glaze, and glass. To model these phenomena, we build upon existing physically ... [more] We present a method for generating surface crack patterns that appear in materials such as mud, ceramic glaze, and glass. To model these phenomena, we build upon existing physically based methods. Our algorithm generates cracks from a stress field defined heuristically over a triangle discretization of the surface. The simulation produces cracks by evolving this field over time. The user can control the characteristics and appearance of the cracks using a set of simple parameters. By changing these parameters, we have generated examples similar to a variety of crack patterns found in the real world. We assess the realism of our results by comparison with photographs of real-world examples. Using a physically based approach also enables us to generate animations similar to time-lapse photography. [less]

Simulating Gaseous Fluids with Low and High Speeds

Yue Gao, Chen-Feng Li, Shi-Min Hu, Brian A. Barsky Pacific Graphics 09

Gaseous fluids may move slowly, as smoke does, or at high speed, such as occurs with explosions. High-speed gas flow is always accompanied by low-speed gas flow, which produces ... [more] Gaseous fluids may move slowly, as smoke does, or at high speed, such as occurs with explosions. High-speed gas flow is always accompanied by low-speed gas flow, which produces rich visual details in the fluid motion. Realistic visualization involves a complex dynamic flow field with both low and high speed fluid behavior. In computer graphics, algorithms to simulate gaseous fluids address either the low speed case or the high speed case, but no algorithm handles both efficiently. With the aim of providing visually pleasing results, we present a hybrid algorithm that efficiently captures the essential physics of both low- and high-speed gaseous fluids. We model the low speed gaseous fluids by a grid approach and use a particle approach for the high speed gaseous fluids. In addition, we propose a physically sound method to connect the particle model to the grid model. By exploiting complementary strengths and avoiding weaknesses of the grid and particle approaches, we produce some animation examples and analyze their computational performance to demonstrate the effectiveness of the new hybrid method. [less]

Three Techniques for Rendering Generalized Depth of Field Effects

Todd J. Kosloff, Brian A. Barsky MI 09

Depth of field refers to the swath that is imaged in sufficient focus through an optics system, such as a camera lens. Control over depth of field is an important artistic tool ... [more] Depth of field refers to the swath that is imaged in sufficient focus through an optics system, such as a camera lens. Control over depth of field is an important artistic tool that can be used to emphasize the subject of a photograph. In a real camera, the control over depth of field is limited by the laws of physics and by physical constraints. Depth of field has been rendered in computer graphics, but usually with the same limited control as found in real camera lenses. In this paper, we generalize depth of field in computer graphics by allowing the user to specify the distribution of blur throughout a scene in a more flexible manner. Generalized depth of field provides a novel tool to emphasize an area of interest within a 3D scene, to select objects from a crowd, and to render a busy, complex picture more understandable by focusing only on relevant details that may be scattered throughout the scene. We present three approaches for rendering generalized depth of field based on nonlinear distributed ray tracing, compositing, and simulated heat diffusion. Each of these methods has a different set of strengths and weaknesses, so it is useful to have all three available. The ray tracing approach allows the amount of blur to vary with depth in an arbitrary way. The compositing method creates a synthetic image with focus and aperture settings that vary per-pixel. The diffusion approach provides full generality by allowing each point in 3D space to have an arbitrary amount of blur. [less]

Radiometric Compensation Using Stratified Inverses

Tian-Tsong Ng, Ramanpreet S. Pahwa, Jiamin Bai, Tony Q. S. Quek, Kar-han Tan ICCV 2009

Through radiometric compensation, a projector-camera system can project a desired image onto a non-flat and non-white surface. This can be achieved by computing the inverse ... [more] Through radiometric compensation, a projector-camera system can project a desired image onto a non-flat and non-white surface. This can be achieved by computing the inverse light transport of a scene. A light transport matrix is in general large and on the order of 106 × 106 elements. Therefore, computing the inverse light transport matrix is computationally and memory intensive. Two prior methods were proposed to simplify matrix inversion by ignoring scene inter-reflection between individual or clusters of camera pixels. However, compromising scene inter-reflection in spatial domain introduces spatial artifacts and how to systematically adjust the compensation quality is not obvious. In this work, we show how scene inter-reflection can be systematically approximated by stratifying the light transport of a scene. The stratified light transport enables a similar stratification in the inverse light transport. We can show that the stratified inverse light transport converges to the true inverse. For radiometric compensation, the set of strat- ified inverse light transport provides a systematic way of quantifying the tradeoff between computational efficiency and accuracy. The framework of stratified matrix inversion is general and can have other applications, especially for applications that involve large-size sparse matrices. [less]

Interactive Simulation of Surgical Needle Insertion and Steering

Nuttapong Chentanez, Ron Alterovitz, Daniel Ritchie, Lita Cho, Kris Hauser, Ken Goldberg, Jonathan Shewchuk, James F. O'Brien SIGGRAPH 2009

We present algorithms for simulating and visualizing the insertion and steering of needles through deformable tissues for surgical training and planning. Needle insertion ... [more] We present algorithms for simulating and visualizing the insertion and steering of needles through deformable tissues for surgical training and planning. Needle insertion is an essential component of many clinical procedures such as biopsies, injections, neurosurgery, and brachytherapy cancer treatment. The success of these procedures depends on accurate guidance of the needle tip to a clinical target while avoiding vital tissues. Needle insertion deforms body tissues, making accurate placement difficult. Our interactive needle insertion simulator models the coupling between a steerable needle and deformable tissue. We introduce (1) a novel algorithm for local remeshing that quickly enforces the conformity of a tetrahedral mesh to a curvilinear needle path, enabling accurate computation of contact forces, (2) an efficient method for coupling a 3D finite element simulation with a 1D inextensible rod with stick-slip friction, and (3) optimizations that reduce the computation time for physically based simulations.We can realistically and interactively simulate needle insertion into a prostate mesh of 13,375 tetrahedra and 2,763 vertices at a 25 Hz frame rate on an 8-core 3.0 GHz Intel Xeon PC. The simulation models prostate brachytherapy with needles of varying stiffness, steering needles around obstacles, and supports motion planning for robotic needle insertion. We evaluate the accuracy of the simulation by comparing against real-world experiments in which flexible, steerable needles were inserted into gel tissue phantoms. [less]

Real-Time Deformation and Fracture in a Game Environment

Eric G. Parker, James F. O'Brien SCA 2009

This paper describes a simulation system that has been developed to model the deformation and fracture of solid objects in a real-time gaming context. Based around a corotational ... [more] This paper describes a simulation system that has been developed to model the deformation and fracture of solid objects in a real-time gaming context. Based around a corotational tetrahedral finite element method, this system has been constructed from components published in the graphics and computational physics literatures. The goal of this paper is to describe how these components can be combined to produce an engine that is robust to unpredictable user interactions, fast enough to model reasonable scenarios at real-time speeds, suitable for use in the design of a game level, and with appropriate controls allowing content creators to match artistic direction. Details concerning parallel implementation, solver design, rendering method, and other aspects of the simulation are elucidated with the intent of providing a guide to others wishing to implement similar systems. Examples from in-game scenes captured on the Xbox 360, PS3, and PC platforms are included. This paper recieved the award for best paper at SCA 2009. [less]

3D Clothing Fitting Based on the Geometric Feature Matching

Zhong Li, Xiaogang Jin, Brian Barsky, Jun Liu CAD/Graphics 2009

The 3D clothing fitting on a body model is an important research topic in the garment computer aided design (GCAD). During the fitting process, the match between the clothing ... [more] The 3D clothing fitting on a body model is an important research topic in the garment computer aided design (GCAD). During the fitting process, the match between the clothing and body models is still a problem for researchers. In this paper, we provide a 3D clothing fitting method based on the feature point match. We firstly use a new cubic-order weighted fitting patch to estimate the geometric properties of each vertex on two mesh models. Feature points are then extracted from two models and a new matching function is constructed to match them according to curvature and torsion. We interactively select several key feature points from two limited feature point sets to compute the transformation matrix of the clothing model. Finally the second match is performed to achieve the precise match between the clothing and body models. The experimental results show that our 3D clothing fitting method is simple and effective. [less]

Optimizing Content-Preserving Projections for Wide-Angle Images

Robert Carroll, Maneesh Agrawala, Aseem Agarwala SIGGRAPH 2009

Any projection of a 3D scene into a wide-angle image unavoidably results in distortion. Current projection methods either bend straight lines in the scene, or locally distort ... [more] Any projection of a 3D scene into a wide-angle image unavoidably results in distortion. Current projection methods either bend straight lines in the scene, or locally distort the shapes of scene objects. We present a method that minimizes this distortion by adapting the projection to content in the scene, such as salient scene regions and lines, in order to preserve their shape. Our optimization technique computes a spatially-varying projection that respects user-specified constraints while minimizing a set of energy terms that measure wide-angle image distortion. We demonstrate the effectiveness of our approach by showing results on a variety of wide-angle photographs, as well as comparisons to standard projections. [less]

Generating Photo Manipulation Tutorials by Demonstration

Floraine Grabler, Maneesh Agrawala, Wilmot Li, Mira Dontcheva, Takeo Igarashi

We present a demonstration-based system for automatically generating succinct step-by-step visual tutorials of photo manipulations. An author first demonstrates ... [more] We present a demonstration-based system for automatically generating succinct step-by-step visual tutorials of photo manipulations. An author first demonstrates the manipulation using an instrumented version of GIMP that records all changes in interface and application state. From the example recording, our system automatically generates tutorials that illustrate the manipulation using images, text, and annotations. It leverages automated image labeling (recognition of facial features and outdoor scene structures in our implementation) to generate more precise text descriptions of many of the steps in the tutorials. A user study comparing our automatically generated tutorials to hand-designed tutorials and screen-capture video recordings finds that users are 20–44% faster and make 60–95% fewer errors using our tutorials. While our system focuses on tutorial generation, we also present some initial work on generating content-dependent macros that use image recognition to automatically transfer selection operations from the example image used in the demonstration to new target images. While our macros are limited to transferring selection operations we demonstrate automatic transfer of several common retouching techniques including eye recoloring, whitening teeth and sunset enhancement. [less]

An Empirical BSSRDF Model

Craig Donner, Jason Lawrence, Ravi Ramamoorthi, Toshiya Hachisuka, Henrik Wann Jensen, Shree Nayar SIGGRAPH 09

We present a new model of the homogeneous BSSRDF based on large-scale simulations. Our model captures the appearance of materials that are not accurately represented using ... [more] We present a new model of the homogeneous BSSRDF based on large-scale simulations. Our model captures the appearance of materials that are not accurately represented using existing single scattering models or multiple isotropic scattering models (e.g. the diffusion approximation). We use an analytic function to model the 2D hemispherical distribution of exitant light at a point on the surface, and a table of parameter values of this function computed at uniformly sampled locations over the remaining dimensions of the BSSRDF domain. This analytic function is expressed in elliptic coordinates and has six parameters which vary smoothly with surface position, incident angle, and the underlying optical properties of the material (albedo, mean free path length, phase function and the relative index of refraction). Our model agrees well with measured data, and is compact, requiring only 250MB to represent the full spatial- and angular-distribution of light across a wide spectrum of materials. In practice, rendering a single material requires only about 100KB to represent the BSSRDF. [less]

Frequency Analysis and Sheared Reconstruction for Rendering Motion Blur

Kevin Egan, Yu-Ting Tseng, Nicolas Holzschuch, Fredo Durand, Ravi Ramamoorthi SIGGRAPH 09

Motion blur is crucial for high-quality rendering, but is also very expensive. Our first contribution is a frequency analysis of motionblurred scenes, including moving ... [more] Motion blur is crucial for high-quality rendering, but is also very expensive. Our first contribution is a frequency analysis of motionblurred scenes, including moving objects, specular reflections, and shadows. We show that motion induces a shear in the frequency domain, and that the spectrum of moving scenes can be approximated by a wedge. This allows us to compute adaptive space-time sampling rates, to accelerate rendering. For uniform velocities and standard axis-aligned reconstruction, we show that the product of spatial and temporal bandlimits or sampling rates is constant, independent of velocity. Our second contribution is a novel sheared reconstruction filter that is aligned to the first-order direction of motion and enables even lower sampling rates. We present a rendering algorithm that computes a sheared reconstruction filter per pixel, without any intermediate Fourier representation. This often permits synthesis of motion-blurred images with far fewer rendering samples than standard techniques require. [less]

Moving Gradients: A Path-Based Method for Plausible Image Interpolation

Dhruv Mahajan, Fu-Chung Huang, Wojciech Matusik, Ravi Ramamoorthi, Peter Belhumeur SIGGRAPH 09

We describe a method for plausible interpolation of images, with a wide range of applications like temporal up-sampling for smooth playback of lower frame rate video, smooth ... [more] We describe a method for plausible interpolation of images, with a wide range of applications like temporal up-sampling for smooth playback of lower frame rate video, smooth view interpolation, and animation of still images. The method is based on the intuitive idea, that a given pixel in the interpolated frames traces out a path in the source images. Therefore, we simply move and copy pixel gradients from the input images along this path. A key innovation is to allow arbitrary (asymmetric) transition points, where the path moves from one image to the other. This flexible transition preserves the frequency content of the originals without ghosting or blurring, and maintains temporal coherence. Perhaps most importantly, our framework makes occlusion handling particularly simple. The transition points allow for matches away from the occluded regions, at any suitable point along the path. Indeed, occlusions do not need to be handled explicitly at all in our initial graph-cut optimization. Moreover, a simple comparison of computed path lengths after the optimization, allows us to robustly identify occluded regions, and compute the most plausible interpolation in those areas. Finally, we show that significant improvements are obtained by moving gradients and using Poisson reconstruction. [less]

Tubular Sculptures

Carlo H. Séquin Bridges 2009

This paper reviews ways in which many artists have constructed large sculptures from tubular elements, ranging from single cylinders to toroidal or knotted structures ... [more] This paper reviews ways in which many artists have constructed large sculptures from tubular elements, ranging from single cylinders to toroidal or knotted structures, to assemblies of a large number of bent tubes. A few parameterized generators are introduced that facilitate design and evaluation of a variety of such sculptural forms. [less]

Visualizing High-Order Surface Geometry

Pushkar P. Joshi, Carlo H. Séquin CAD&A 2009

We have derived parameters that describe the higher-order geometric behavior of smooth surfaces. Our parameters are similar in spirit to the principal directions and ... [more] We have derived parameters that describe the higher-order geometric behavior of smooth surfaces. Our parameters are similar in spirit to the principal directions and principal curvatures that succinctly capture second-order shape behavior. We derive our parameters from a cylindrical Fourier decomposition around the surface normal. We present a visualization program for studying the influence of the various terms of different degrees on the shape of the local neighborhood of a surface point. We display a small surface patch that is controlled by two sets of parameters: One set is a simple polynomial description of the surface geometry in Cartesian coordinates. The other one is a set of Fourier components grouped by angular frequency and by their phase shifts. Manipulating the values in one parameter set changes the geometry of the patch and also updates the parameter values of the other set. [less]

An Effective Third-order Local Fitting Patch and Its Application

Zhong Li, Brian Barsky, Xiaogang Jin SMI 2009

In this paper, we extend Razdan and Bae’s second-order local fitting method [11] to construct an effective third-order fitting patch. Compared to other estimation algorithms ... [more] In this paper, we extend Razdan and Bae’s second-order local fitting method [11] to construct an effective third-order fitting patch. Compared to other estimation algorithms, this weighted bicubic B é zier patch more accurately obtains the normal vector and curvature estimation of a triangular mesh model. Furthermore, we define the principal geodesic torsion of each vertex on the mesh model and estimate it through this local fitting patch. In the end of this paper, we apply the third-order fitting patch for the mesh smoothing and hole-filling which can get the satisfactory results. [less]

Ribbed Surfaces for Art, Architecture, and Visualization

James Hamlin, Carlo H. Séquin CAD&A 2009

Sequences of parameterized Hermite curves following with their endpoints along two guide rails are used to create "transparent" surfaces and tubular sculptures. This parameterized ... [more] Sequences of parameterized Hermite curves following with their endpoints along two guide rails are used to create "transparent" surfaces and tubular sculptures. This parameterized set-up allows modeling a wide variety of shapes in a natural way by just changing a few parameters. Potential applications range from mathematical visualization models to architecture. [less]

CAD Tools for Creating Space-filling 3D Escher Tiles

Mark Howison, Carlo H. Séquin CAD&A 2009

We discuss the design and implementation of CAD tools for creating decorative solids that tile 3-space in a regular, isohedral manner. Starting with the simplest case of ... [more] We discuss the design and implementation of CAD tools for creating decorative solids that tile 3-space in a regular, isohedral manner. Starting with the simplest case of extruded 2D tilings, we describe geometric algorithms used for maintaining boundary representations of 3D tiles, including a Java implementation of an interactive constrained Delaunay triangulation library and a mesh-cutting algorithm used in layering extruded tiles to create more intricate designs. Finally, we demonstrate a CAD tool for creating 3D tilings that are derived from cubic lattices. The design process for these 3D tiles is more constrained, and hence more difficult, than in the 2D case, and it raises additional user interface issues. [less]

Interpolating Splines: Which is the fairest of them all?

Raph Levien, Carlo H. Séquin CAD&A 2009

Interpolating splines are a basic primitive for designing planar curves. There is a wide diversity in the literature but no consensus on a "best" spline, or even criteria for ... [more] Interpolating splines are a basic primitive for designing planar curves. There is a wide diversity in the literature but no consensus on a "best" spline, or even criteria for preferring one spline over another. For the case of G2-continuous splines, we emphasize two properties that can arguably be expected in any definition of "best" and show that any such spline is made from segments cut from a single generator curve, such as the Euler spiral. [less]

Depth of Field Postprocessing For Layered Scenes Using Constant-Time Rectangle Spreading

Todd Kosloff, Michael W. Tao, Brian Barsky GI 2009

Control over what is in focus and what is not in focus in an image is an important artistic tool. The range of depth in a 3D scene that is imaged in sufficient focus through an optics ... [more] Control over what is in focus and what is not in focus in an image is an important artistic tool. The range of depth in a 3D scene that is imaged in sufficient focus through an optics system, such as a camera lens, is called depth of field. Without depth of field, the entire scene appears completely in sharp focus, leading to an un- natural, overly crisp appearance. Current techniques for rendering depth of field in computer graphics are either slow or suffer from artifacts, or restrict the choice of point spread function (PSF). In this paper, we present a new image filter based on rectangle spread- ing which is constant time per pixel. When used in a layered depth of field framework, our filter eliminates the intensity leakage and depth discontinuity artifacts that occur in previous methods. We also present several extensions to our rectangle spreading method to allow flexibility in the appearance of the blur through control over the PSF. [less]

Determining the Benefits of Direct-Touch, Bimanual, and Multifinger Input on a Multitouch Workstation

Kenrick Kin, Maneesh Agrawala, Tony DeRose

Multitouch workstations support direct-touch, bimanual, and multifinger interaction. Previous studies have separately examined the benefits of these three interaction ... [more] Multitouch workstations support direct-touch, bimanual, and multifinger interaction. Previous studies have separately examined the benefits of these three interaction attributes over mouse-based interactions. In contrast, we present an empirical user study that considers these three interaction attributes together for a single task, such that we can quantify and compare the performances of each attribute. In our experiment users select multiple targets using either a mouse-based workstation equipped with one mouse, or a multitouch workstation using either one finger, two fingers (one from each hand), or multiple fingers. We find that the fastest multitouch condition is about twice as fast as the mouse-based workstation, independent of the number of targets. Direct-touch with one finger accounts for an average of 83% of the reduction in selection time. Bimanual interaction, using at least two fingers, one on each hand, accounts for the remaining reduction in selection time. Further, we find that for novice multitouch users there is no significant difference in selection time between using one finger on each hand and using any number of fingers for this task. Based on these observations we conclude with several design guidelines for developing multitouch user interfaces. [less]

Parallax Photography: Creating 3D Cinematic Effects from Stills

Ke Colin Zheng, Alex Colburn, Aseem Agarwala, Maneesh Agrawala, Brian Curless, David Salesin, Michael Cohen

We present an approach to convert a small portion of a light field with extracted depth information into a cinematic effect with simulated, smooth camera motion that exhibits ... [more] We present an approach to convert a small portion of a light field with extracted depth information into a cinematic effect with simulated, smooth camera motion that exhibits a sense of 3D parallax. We develop a taxonomy of the cinematic conventions of these effects, distilled from observations of documentary film footage and organized by the number of subjects of interest in the scene. We present an automatic, content-aware approach to apply these cinematic conventions to an input light field. A face detector identifies subjects of interest. We then optimize for a camera path that conforms to a cinematic convention, maximizes apparent parallax, and avoids missing information in the input. We describe a GPU accelerated, temporally coherent rendering algorithm that allows users to create more complex camera moves interactively, while experimenting with effects such as focal length, depth of field, and selective, depth-based desaturation or brightening.We evaluate and demonstrate our approach on a wide variety of scenes and present a user study that compares our 3D cinematic effects to their 2D counterparts. [less]

Precomputation-Based Rendering

Ravi Ramamoorthi Foundations and Trends

High quality image synthesis is a long-standing goal in computer graphics. Complex lighting, reflection, shadow and global illumination effects can be rendered with modern ... [more] High quality image synthesis is a long-standing goal in computer graphics. Complex lighting, reflection, shadow and global illumination effects can be rendered with modern image synthesis algorithms, but those methods are focused on offline computation of a single image. They are far from interactive, and the image must be recomputed from scratch when any aspect of the scene changes. On the other hand, real-time rendering often fixes the object geometry and other attributes, such as relighting a static image for lighting design. In these cases, the final image or rendering is a linear combination of basis images or radiance distributions due to individual lights.We can therefore precompute offline solutions to each individual light or lighting basis function, combining them efficiently for real-time image synthesis. Precomputationbased relighting and radiance transfer has a long history with a spurt of renewed interest, including adoption in commercial video games, due to recent mathematical developments and hardware advances. In this survey, we describe the mathematical foundations, history, current research and future directions for precomputation-based rendering. [less]

Affine Double and Triple Product Wavelet Integrals for Rendering

Bo Sun, Ravi Ramamoorthi TOG

Many problems in computer graphics involve integrations of products of functions. Double- and triple-product integrals are commonly used in applications such as all-frequency ... [more] Many problems in computer graphics involve integrations of products of functions. Double- and triple-product integrals are commonly used in applications such as all-frequency relighting or importance sampling, but are limited to distant illumination. In contrast, near-field lighting from planar area lights involves an affine transform of the source radiance at different points in space. Our main contribution is a novel affine double- and triple-product integral theory; this generalization enables one of the product functions to be scaled and translated. We study the computational complexity in a number of bases, with particular attention to the common Haar wavelets. We show that while simple analytic formulae are not easily available, there is considerable sparsity that can be exploited computationally. We demonstrate a practical application to compute near-field lighting from planar area sources, that can be easily combined with most relighting algorithms. We also demonstrate initial results for wavelet importance sampling with near-field area lights, and image processing directly in the wavelet domain. [less]

Refolding Planar Polygons

Hayley Iben, James F. O'Brien, Erik Demaine DCG

This paper describes an algorithm for generating a guaranteed intersection-free interpolation sequence between any pair of compatible polygons. Our algorithm builds ... [more] This paper describes an algorithm for generating a guaranteed intersection-free interpolation sequence between any pair of compatible polygons. Our algorithm builds on prior results from linkage unfolding, and if desired it can ensure that every edge length changes monotonically over the course of the interpolation sequence. The computational machinery that ensures against self-intersection is independent from a distance metric that determines the overall character of the interpolation sequence. This decoupled approach provides a powerful control mechanism for determining how the interpolation should appear, while still assuring against intersection and guaranteeing termination of the algorithm. Our algorithm also allows additional control by accommodating a set of algebraic constraints that can be weakly enforced throughout the interpolation sequence. [less]

Compressive Light Transport Sensing

Pieter Peers, Dhruv Mahajan, Bruce Lamond, Abhijeet Ghosh, Wojciech Matusik, Ravi Ramamoorthi, Paul Debevec TOG

In this article we propose a new framework for capturing light transport data of a real scene, based on the recently developed theory of compressive sensing. Compressive ... [more] In this article we propose a new framework for capturing light transport data of a real scene, based on the recently developed theory of compressive sensing. Compressive sensing offers a solid mathematical framework to infer a sparse signal from a limited number of nonadaptive measurements. Besides introducing compressive sensing for fast acquisition of light transport to computer graphics, we develop several innovations that address specific challenges for imagebased relighting, and which may have broader implications. We develop a novel hierarchical decoding algorithm that improves reconstruction quality by exploiting interpixel coherency relations. Additionally, we design new nonadaptive illumination patterns that minimize measurement noise and further improve reconstruction quality. We illustrate our framework by capturing detailed high-resolution reflectance fields for image-based relighting. [less]

Sizing the Horizon: The Effects of Chart Size and Layering on the Graphical Perception of Time Series Visualizations

Jeffrey Heer, Nicholas Kong, Maneesh Agrawala

We investigate techniques for visualizing time series data and evaluate their effect in value comparison tasks. We compare line charts with

Perceptual Interpretation of Ink Annotations on Line Charts

Nicholas Kong, Maneesh Agrawala

Asynchronous collaborators often use freeform ink annotations to point to visually salient perceptual features of line charts such as peaks or humps, valleys, rising slopes ... [more] Asynchronous collaborators often use freeform ink annotations to point to visually salient perceptual features of line charts such as peaks or humps, valleys, rising slopes and declining slopes. We present a set of techniques for interpreting such annotations to algorithmically identify the corresponding perceptual parts. Our approach is to first apply a parts-based segmentation algorithm that identifies the visually salient perceptual parts in the chart. Our system then analyzes the freeform annotations to infer the corresponding peaks, valleys or sloping segments. Once the system has identified the perceptual parts it can highlight them to draw further attention and reduce ambiguity of interpretation in asynchronous collaborative discussions. [less]

A layered, heterogeneous reflectance model for acquiring and rendering human skin

Craig Donner, Tim Weyrich, Eugene d'Eon, Ravi Ramamoorthi, Szymon Rusinkiewicz SIGGRAPH ASIA 08

We introduce a layered, heterogeneous spectral reflectance model for human skin. The model captures the inter-scattering of light among layers, each of which may have an ... [more] We introduce a layered, heterogeneous spectral reflectance model for human skin. The model captures the inter-scattering of light among layers, each of which may have an independent set of spatially-varying absorption and scattering parameters. For greater physical accuracy and control, we introduce an infinitesimally thin absorbing layer between scattering layers. To obtain parameters for our model, we use a novel acquisition method that begins with multi-spectral photographs. By using an inverse rendering technique, along with known chromophore spectra, we optimize for the best set of parameters for each pixel of a patch. Our method finds close matches to a wide variety of inputs with low residual error. We apply our model to faithfully reproduce the complex variations in skin pigmentation. This is in contrast to most previous work, which assumes that skin is homogeneous or composed of ho- mogeneous layers. We demonstrate the accuracy and flexibility of our model by creating complex skin visual effects such as veins, tat- toos, rashes, and freckles, which would be difficult to author using only albedo textures at the skin’s outer surface. Also, by varying the parameters to our model, we simulate effects from external forces, such as visible changes in blood flow within the skin due to external pressure. [less]

Interactive 3D Architectural Modeling from Unordered Photo Collections

Sudipta Sinha, Drew Steedly, Rick Szeliski, Maneesh Agrawala, Marc Pollefeys

We present an interactive system for generating photorealistic, textured, piecewise-planar 3D models of architectural structures and urban scenes from unordered sets ... [more] We present an interactive system for generating photorealistic, textured, piecewise-planar 3D models of architectural structures and urban scenes from unordered sets of photographs. To reconstruct 3D geometry in our system, the user draws outlines overlaid on 2D photographs. The 3D structure is then automatically computedby combining the 2D interaction with the multi-view geometric information recovered by performing structure from motion analysis on the input photographs. We utilize vanishing point constraints at multiple stages during the reconstruction, which is particularly useful for architectural scenes where parallel lines are abundant. Our approach enables us to accurately model polygonal faces from 2D interactions in a single image. Our system also supports useful operations such as edge snapping and extrusions. Seamless texture maps are automatically generated by combining multiple input photographs using graph cut optimization and Poisson blending. The user can add brush strokes as hints during the texture generation stage to remove artifacts caused by unmodeled geometric structures. We build models for a variety of architectural scenes from collections of up to about a hundred photographs. [less]

Video Puppetry: A Performative Interface for Cutout Animation

Connelly Barnes, David E. Jacobs, Jason Sanders, Dan B Goldman, Szymon Rusinkiewicz, Adam Finkelstein, Maneesh Agrawala

We present a video-based interface that allows users of all skill levels to quickly create cutout-style animations by performing the character motions. The puppeteer ... [more] We present a video-based interface that allows users of all skill levels to quickly create cutout-style animations by performing the character motions. The puppeteer first creates a cast of physical puppets using paper, markers and scissors. He then physically moves these puppets to tell a story. Using an inexpensive overhead camera our system tracks the motions of the puppets and renders them on a new background while removing the puppeteer's hands. Our system runs in real-time (at 30 fps) so that the puppeteer and the audience can immediately see the animation that is created. Our system also supports a variety of constraints and effects including articulated characters, multi-track animation, scene changes, camera controls, 21/2-D environments, shadows, and animation cycles. Users have evaluated our system both quantitatively and qualitatively: In tests of low-level dexterity, our system has similar accuracy to a mouse interface. For simple story telling, users prefer our system over either a mouse interface or traditional puppetry. We demonstrate that even first-time users, including an eleven-year-old, can use our system to quickly turn an original story idea into an animation. [less]

Searching the World's Herbaria: A System for Visual Identification of Plant Species

Peter N. Belhumeur, Daozheng Chen, Steven Feiner, David W. Jacobs, W. John Kress, Haibin Ling, Ida Lopez, Ravi Ramamoorthi, Sameer Sheorey, Sean White, Ling Zhang ECCV 2008

We describe a working computer vision system that aids in the identification of plant species. A user photographs an isolated leaf on a blank background, and the system extracts ... [more] We describe a working computer vision system that aids in the identification of plant species. A user photographs an isolated leaf on a blank background, and the system extracts the leaf shape and matches it to the shape of leaves of known species. In a few seconds, the system displays the top matching species, along with textual descriptions and additional images. This system is currently in use by botanists at the Smithsonian Institution National Museum of Natural History. The primary contributions of this paper are: a description of a working computer vision system and its user interface for an important new application area; the introduction of three new datasets containing thousands of single leaf images, each labeled by species and verified by botanists at the US National Herbarium; recognition results for two of the three leaf datasets; and descriptions throughout of practical lessons learned in constructing this system. [less]

Jinwei Gu, Shree Nayar, Eitan Grinspun, Peter Belhumeur, Ravi Ramamoorthi ECCV 2008

Large Ray Packets for Real-time Whitted Ray Tracing

Ryan Overbeck, Ravi Ramamoorthi, William R. Mark IRT 2008

In this paper, we explore large ray packet algorithms for acceleration structure traversal and frustum culling in the context of Whitted ray tracing, and examine how these ... [more] In this paper, we explore large ray packet algorithms for acceleration structure traversal and frustum culling in the context of Whitted ray tracing, and examine how these methods respond to varying ray packet size, scene complexity, and ray recursion complexity. We offer a new algorithm for acceleration structure traversal which is robust to degrading coherence and a new method for generating frustum bounds around reflection and refraction ray packets. We compare, adjust, and finally compose the most effective algorithms into a real-time Whitted ray tracer. With the aid of multi-core CPU technology, our system renders complex scenes with reflections, refractions, and/or point-light shadows anywhere from 4–20 FPS. [less]

Light Field Transfer: Global Illumination Between Real and Synthetic Objects

O. Cossairt, S. K. Nayar, Ravi Ramamoorthi SIGGRAPH 08

We present a novel image-based method for compositing real and synthetic objects in the same scene with a high degree of visual realism. Ours is the first technique to allow ... [more] We present a novel image-based method for compositing real and synthetic objects in the same scene with a high degree of visual realism. Ours is the first technique to allow global illumination and near-field lighting effects between both real and synthetic objects at interactive rates, without needing a geometric and material model of the real scene. We achieve this by using a light field interface between real and synthetic components—thus, indirect illumination can be simulated using only two 4D light fields, one captured from and one projected onto the real scene. Multiple bounces of inter- reflections are obtained simply by iterating this approach. The inter- activity of our technique enables its use with time-varying scenes, including dynamic objects. This is in sharp contrast to the alternative approach of using 6D or 8D light transport functions of real objects, which are very expensive in terms of acquisition and storage and hence not suitable for real-time applications. In our method, 4D radiance fields are simultaneously captured and projected by using a lens array, video camera, and digital projector. The method supports full global illumination with restricted object placement, and accommodates moderately specular materials. We implement a complete system and show several example scene compositions that demonstrate global illumination effects between dynamic real and synthetic objects. Our implementation requires a single point light source and dark background. [less]

Multiscale Texture Synthesis

Charles Han, Eric Risser, Ravi Ramamoorthi, Eitan Grinspun SIGGRAPH 2008

Example-based texture synthesis algorithms have gained widespread popularity for their ability to take a single input image and create a perceptually similar non-periodic ... [more] Example-based texture synthesis algorithms have gained widespread popularity for their ability to take a single input image and create a perceptually similar non-periodic texture. However, previous methods rely on single input exemplars that can capture only a limited band of spatial scales. For example, synthesizing a continent-like appearance at a variety of zoom levels would require an impractically high input resolution. In this paper, we develop a multiscale texture synthesis algorithm. We propose a novel example-based representation, which we call an exemplar graph, that simply requires a few low-resolution input exemplars at different scales. Moreover, by allowing loops in the graph, we can create infinite zooms and infinitely detailed textures that are impossible with current example-based methods. We also introduce a technique that ameliorates inconsistencies in the user’s input, and show that the application of this method yields improved interscale coherence and higher visual quality. We demonstrate optimizations for both CPU and GPU implementations of our method, and use them to produce animations with zooming and panning at multiple scales, as well as static gigapixel-sized images with features spanning many spatial scales. [less]

Automatic Generation of Tourist Maps

Floraine Grabler, Maneesh Agrawala, Robert W. Sumner, Mark Pauly

Tourist maps are essential resources for visitors to an unfamiliar city because they visually highlight landmarks and other points of interest. Yet, hand-designed maps ... [more] Tourist maps are essential resources for visitors to an unfamiliar city because they visually highlight landmarks and other points of interest. Yet, hand-designed maps are static representations that cannot adapt to the needs and tastes of the individual tourist. In this paper we present an automated system for designing tourist maps that selects and highlights the information that is most important to tourists. Our system determines the salience of map elements using bottom-up vision-based image analysis and top-down web-based information extraction techniques. It then generates a map that emphasizes the most important elements, using a combination of multiperspective rendering to increase visibility of streets and landmarks, and cartographic generalization techniques such as simplification, deformation, and displacement to emphasize landmarks and de-emphasize less important buildings. We show a number of automatically generated tourist maps of San Francisco and compare them to existing automated and manual approaches. [less]

The Assumed Light Direction for Perceiving Shape from Shading

James P. O'Shea, Martin S. Banks, Maneesh Agrawala

Recovering 3D shape from shading is an ill-posed problem that the visual system can solve only by making use of additional information such as the position of the light source ... [more] Recovering 3D shape from shading is an ill-posed problem that the visual system can solve only by making use of additional information such as the position of the light source. Previous research has shown that people tend to assume light is above and slightly to the left of the object [Sun and Perona 1998]. We present a study to investigate whether the visual system also assumes the angle between the light direction and the viewing direction. We conducted a shape perception experiment in which subjects estimated surface orientation on smooth, virtual 3D shapes displayed monocularly using local Lambertian shading without cast shadows. We varied the angle between the viewing direction and the light direction within a range +/- 66 deg (above/below), and subjects indicated local surface orientation by rotating a gauge figure to appear normal to the surface [Koenderink et al. 1992]. Observer settings were more accurate and precise when the light was positioned above rather than below the viewpoint. Additionally, errors were minimized when the angle between the light direction and the viewing direction was 20-30 deg. Measurements of surface slant and tilt error support this result. These findings confirm the light-from-above prior and provide evidence that the angle between the viewing direction and the light direction is assumed to be 20-30 deg above the viewpoint. [less]

Automated Generation of Interactive 3D Exploded View Diagrams

Wilmot Li, Maneesh Agrawala, Brian Curless, David Salesin

We present a system for creating and viewing interactive exploded views of complex 3D models. In our approach, a 3D input model is organized into an explosion graph that encodes ... [more] We present a system for creating and viewing interactive exploded views of complex 3D models. In our approach, a 3D input model is organized into an explosion graph that encodes how parts explode with respect to each other. We present an automatic method for computing explosion graphs that takes into account part hierarchies in the input models and handles common classes of interlocking parts. Our system also includes an interface that allows users to interactively explore our exploded views using both direct controls and higher-level interaction modes. [less]

Intricate Isohedral Tilings of 3D Euclidean Space

Carlo H. Séquin Bridges 2008

Various methods to create intricate tilings of 3D space are presented. They include modulated extrusions of 2D Escher tilings, free-form deformations of the fundamental ... [more] Various methods to create intricate tilings of 3D space are presented. They include modulated extrusions of 2D Escher tilings, free-form deformations of the fundamental domain of various 3D symmetry groups, highly symmetrical polyhedral toroids of genus 1, higher-genus cage structures derived from the cubic lattice as well as from the diamond and triamond lattices, and finally interlinked tiles with the connectivity of simple knots. [less]

An Analysis of the In-Out BRDF Factorization for View-Dependent Relighting

Dhruv Mahajan, Yu-Ting Tseng, Eugene d'Eon, Ravi Ramamoorthi ESR 08

Interactive rendering with dynamic natural lighting and changing view is a long-standing goal in computer graphics. Recently, precomputation-based methods for all-frequency ... [more] Interactive rendering with dynamic natural lighting and changing view is a long-standing goal in computer graphics. Recently, precomputation-based methods for all-frequency relighting have made substantial progress in this direction. Many of the most successful algorithms are based on a factorization of the BRDF into incident and outgoing directions, enabling each term to be precomputed independent of viewing direction, and recombined at run-time. However, there has so far been no theoretical understanding of the accuracy of this factorization, nor the number of terms needed. In this paper, we conduct a theoretical and empirical analysis of the BRDF in-out factorization. For Phong BRDFs, we obtain analytic results, showing that the number of terms needed grows linearly with the Phong exponent, while the factors correspond closely to spherical harmonic basis functions. More generally, the number of terms is quadratic in the frequency content of the BRDF along the reflected or half-angle direction. This analysis gives clear practical guidance on the number of factors needed for a given material. Different objects in a scene can each be represented with the correct number of terms needed for that particular BRDF, enabling both accuracy and interactivity. [less]

Making Big Things Look Small: Blur combined with other depth cues affects perceived size and distance

Robert (Robin) Held, Emily Cooper, James F. O'Brien, Marty Banks VSS 2008

Blur is commonly considered a weak distance cue, but photographic techniques that manipulate blur cause significant and compelling changes in the perceived distance ... [more] Blur is commonly considered a weak distance cue, but photographic techniques that manipulate blur cause significant and compelling changes in the perceived distance and size of objects. One such technique is "tilt-shift miniaturization," in which a camera's lens is translated and slanted relative to the film plane. The result is an exaggerated vertical blur gradient that makes scenes with a vertical distance gradient (e.g., bird's-eye view of landscape) appear significantly nearer and therefore smaller. We will begin by demonstrating this compelling effect, and then describe how we used it to examine the visual system's use of blur as a cue to distance and size. In a psychophysical experiment, we presented computer-generated, bird's-eye images of a highly realistic model of a city. Blur was manipulated in four ways: 1) sharp images with no blur; 2) horizontal blur gradients were applied to those images; 3) vertical gradients were applied; 4) a large aperture (diameter up to 60m) was used to create an image with an accurate correlation between blur and depth for realizable, small-scale scenes. Observers indicated the perceived distance to objects in the images. Technique 1 produced a convincing impression of a full-sized scene. Technique 2 produced no systematic miniaturization. Techniques 3 and 4 produced significant and similar miniaturization. Thus, the correlation between blur and the depth indicated by other cues affects perceived distance and size. The correlation must be only reasonably accurate to produce a significant and systematic effect. We developed a probabilistic model of the relationship between blur and distance. An interesting prediction of the model is that blur only affects perceived distance when coupled with other distance cues, which is manifested in the tilt-shift effect we observed in humans. Thus, blur is a useful cue to absolute distance when coupled with other depth information. [less]

A Precomputed Polynomial Representation for Interactive BRDF Editing with Global Illumination

Aner Ben-Artzi, Kevin Egan, Kevin Egan, Frédo Durand, Ravi Ramamoorthi TOG

The ability to interactively edit BRDFs in their final placement within a computer graphics scene is vital to making informed choices for material properties. We significantly ... [more] The ability to interactively edit BRDFs in their final placement within a computer graphics scene is vital to making informed choices for material properties. We significantly extend previous work on BRDF editing for static scenes (with fixed lighting and view) by developing a precomputed polynomial representation that enables interactive BRDF editing with global illumination. Unlike previous precomputation-based rendering techniques, the image is not linear in the BRDF when considering interreflections. We introduce a framework for precomputing a multibounce tensor of polynomial coefficients that encapsulates the nonlinear nature of the task. Significant reductions in complexity are achieved by leveraging the low-frequency nature of indirect light. We use a high-quality representation for the BRDFs at the first bounce from the eye and lower-frequency (often diffuse) versions for further bounces. This approximation correctly captures the general global illumination in a scene, including color-bleeding, near-field object reflections, and even caustics. We adapt Monte Carlo path tracing for precomputing the tensor of coefficients for BRDF basis functions. At runtime, the high-dimensional tensors can be reduced to a simple dot product at each pixel for rendering. We present a number of examples of editing BRDFs in complex scenes with interactive feedback rendered with global illumination. [less]

A Theory of Frequency Domain Invariants: Spherical Harmonic Identities for BRDF/Lighting Transfer and Image Consistency

Dhruv Mahajan, Ravi Ramamoorthi, Brian Curless PAMI 2008

This work develops a theory of frequency domain invariants in computer vision. We derive novel identities using spherical harmonics, which are the angular frequency domain ... [more] This work develops a theory of frequency domain invariants in computer vision. We derive novel identities using spherical harmonics, which are the angular frequency domain analog to common spatial domain invariants such as reflectance ratios. These invariants are derived from the spherical harmonic convolution framework for reflection from a curved surface. Our identities apply in a number of canonical cases, including single and multiple images of objects under the same and different lighting conditions. One important case we consider is two different glossy objects in two different lighting environments. For this case, we derive a novel identity, independent of the specific lighting configurations or BRDFs, that allows us to directly estimate the fourth image if the other three are available (Fig. 1,2). The identity can also be used as an invariant to detect tampering in the images (Fig. 2). We also adapt Wiener filtering from image processing, deriving the deconvolution filters to estimate complex lighting from the single image of an object (Fig. 3). While this paper is primarily theoretical, it has the potential to lay the mathematical foundations for two important practical applications. First, we can develop more general algorithms for inverse rendering problems, which can directly relight and change material properties by transferring the BRDF or lighting from another object or illumination (Fig. 1,2). Second, we can check the consistency of an image, to detect tampering or image splicing (Fig. 2). [less]

Geometrically exact dynamic splines

Adrien Theetten, Laurent Grisoni, Claude Andriot, Brian Barsky Computer-Aided Design 2008

We propose a complete model handling the physical simulation of deformable 1D objects. We formulate continuous expressions for stretching, bending and twisting energies ... [more] We propose a complete model handling the physical simulation of deformable 1D objects. We formulate continuous expressions for stretching, bending and twisting energies. These expressions are mechanically rigorous and geometrically exact. Both elastic and plastic deformations are handled to simulate a wide range of materials.We validate the proposed model in several classical test configurations. The use of geometrical exact energies with dynamic splines provides very accurate results as well as interactive simulation times, which shows the suitability of the proposed model for constrained CAD applications. We illustrate the application potential of the proposed model by describing a virtual system for cable positioning, which can be used to test compatibility between planned fixing clip positions, and mechanical cable properties. [less]

Design Considerations for Collaborative Visual Analytics

Jeffrey Heer, Maneesh Agrawala

Visualizations leverage the human visual system to support the process of sensemaking, in which information is collected, organized, and analyzed to generate knowledge ... [more] Visualizations leverage the human visual system to support the process of sensemaking, in which information is collected, organized, and analyzed to generate knowledge and inform action. Although most research to date assumes a single-user focus on perceptual and cognitive processes, in practice, sensemaking is often a social process involving parallelization of effort, discussion, and consensus building. Thus, to fully support sensemaking, interactive visualization should also support social interaction. However, the most appropriate collaboration mechanisms for supporting this interaction are not immediately clear. In this article, we present design considerations for asynchronous collaboration in visual analysis environments, highlighting issues of work parallelization, communication, and social organization. These considerations provide a guide for the design and evaluation of collaborative visualization systems. [less]

Generalized Selection via Interactive Query Relaxation

Jeffrey Heer, Maneesh Agrawala, Wesley Willett

Selection is a fundamental task in interactive applications, typically performed by clicking or lassoing items of interest. However, users may require more nuanced forms ... [more] Selection is a fundamental task in interactive applications, typically performed by clicking or lassoing items of interest. However, users may require more nuanced forms of selection. Selecting regions or attributes may be more important than selecting individual items. Selections may be over dynamic items and selections might be more easily created by relaxing simpler selections (e.g., "select all items like this one"). Creating such selections requires that interfaces model the declarative structure of the selection, not just individually selected items. We present direct manipulation techniques that couple declarative selection queries with a query relaxation engine that enables users to interactively generalize their selections. We apply our selection techniques in both information visualization and graphics editing applications, enabling generalized selection over both static and dynamic interface objects. A controlled study finds that users create more accurate selection queries when using our generalization techniques. [less]

Graphical Histories for Visualization: Supporting Analysis, Communication, and Evaluation

Jeffrey Heer, Jock D. Mackinlay, Chris Stolte, Maneesh Agrawala

Interactive history tools, ranging from basic undo and redo to branching timelines of user actions, facilitate iterative forms of interaction. In this paper, we investigate ... [more] Interactive history tools, ranging from basic undo and redo to branching timelines of user actions, facilitate iterative forms of interaction. In this paper, we investigate the design of history mechanisms for information visualization. We present a design space analysis of both architectural and interface issues, identifying design decisions and associated trade-offs. Based on this analysis, we contribute a design study of graphical history tools for Tableau, a database visualization system. These tools record and visualize interaction histories, support data analysis and communication of findings, and contribute novel mechanisms for presenting, managing, and exporting histories. Furthermore, we have analyzed aggregated collections of history sessions to evaluate Tableau usage. We describe additional tools for analyzing users’ history logs and how they have been applied to study usage patterns in Tableau. [less]

Effect of Character Animacy and Preparatory Motion on Perceptual Magnitude of Errors in Ballistic Motion

Paul Reitsma, James Andrews, Nancy Pollard EG 2008

An increasing number of projects have examined the perceptual magnitude of visible artifacts in animated motion. These studies have been performed using a mix of character ... [more] An increasing number of projects have examined the perceptual magnitude of visible artifacts in animated motion. These studies have been performed using a mix of character types, from detailed human models to abstract geometric objects such as spheres. We explore the extent to which character morphology influences user sensitivity to errors in a fixed set of ballistic motions replicated on three different character types. We find user sensitivity responds to changes in error type or magnitude in a similar manner regardless of character type, but that users display a higher sensitivity to some types of errors when these errors are displayed on more human-like characters. Further investigation of those error types suggests that being able to observe a period of preparatory motion before the onset of ballistic motion may be important. However, we found no evidence to suggest that a mismatch between the preparatory phase and the resulting ballistic motion was responsible for the higher sensitivity to errors that was observed for the most humanlike character. [less]

Agressive Tetrahedral Mesh Improvement

Bryan Klingner, Jonathan Shewchuk 2007 Meshing Roundtable

We present a tetrahedral mesh improvement schedule that usually creates meshes whose worst tetrahedra have a level of quality substantially better than those produced ... [more] We present a tetrahedral mesh improvement schedule that usually creates meshes whose worst tetrahedra have a level of quality substantially better than those produced by any previous method for tetrahedral mesh generation or mesh clean-up. Our goal is to aggressively optimize the worst tetrahedra, with speed a secondary consideration. Mesh optimization methods often get stuck in bad local optima (poor-quality meshes) because their repertoire of mesh transformations is weak. We employ a broader palette of operations than any previous mesh improvement software. Alongside the best traditional topological and smoothing operations, we introduce a topological transformation that inserts a new vertex (sometimes deleting others at the same time). We describe a schedule for applying and composing these operations that rarely gets stuck in a bad optimum. We demonstrate that all three techniques—smoothing, vertex insertion, and traditional transformations—are substantially more effective than any two alone. Our implementation usually improves meshes so that all dihedral angles are between 31 o and 149 o , or (with a different objective function) between 23 o and 136 o . [less]

Liquid Simulation on Lattice-Based Tetrahedral Meshes

Nuttapong Chentanez, Bryan Feldman, François Labelle, James F. O'Brien, Jonathan Shewchuk SCA 2007

This paper describes a simulation method for animating the behavior of incompressible liquids with complex free surfaces. The region occupied by the liquid is discretized ... [more] This paper describes a simulation method for animating the behavior of incompressible liquids with complex free surfaces. The region occupied by the liquid is discretized with a boundary-conforming tetrahedral mesh that grades from fine resolution near the surface to coarser resolution on the interior. At each time-step, semi-Lagrangian techniques are used to advect the fluid and its boundary forward, and a new conforming mesh is then constructed over the fluid-occupied region. The tetrahedral meshes are built using a variation of the body-centered cubic lattice structure that allows octree grading and deviation from the lattice-structure at boundaries. The semi-regular mesh structure can be generated rapidly and allows efficient computation and storage while still conforming well to boundaries and providing a mesh-quality guarantee. Pressure projection is performed using an algebraic multigrid method, and a thickening scheme is used to reduce volume loss when fluid features shrink below mesh resolution. Examples are provided to demonstrate that the resulting method can capture complex liquid motions that include fine detail on the free surfaces without suffering from excessive amounts volume loss or artificial damping. [less]

A Theory of Locally Low Dimensional Light Transport

Dhruv Mahajan, Ira Kemelmacher Shlizerman, Ravi Ramamoorthi, Peter Belhumeur SIGGRAPH 2007

Blockwise or Clustered Principal Component Analysis (CPCA) is commonly used to achieve real-time rendering of shadows and glossy reflections with precomputed radiance ... [more] Blockwise or Clustered Principal Component Analysis (CPCA) is commonly used to achieve real-time rendering of shadows and glossy reflections with precomputed radiance transfer (PRT). The vertices or pixels are partitioned into smaller coherent regions, and light transport in each region is approximated by a locally low dimensional subspace using PCA. Many earlier techniques such as surface light field and reflectance field compression use a similar paradigm. However, there has been no clear theoretical understanding of how light transport dimensionality increases with local patch size, nor of the optimal block size or number of clusters. In this paper, we develop a theory of locally low dimensional light transport, by using Szego’s eigenvalue theorem to analytically derive the eigenvalues of the covariance matrix for canonical cases. We show mathematically that for symmetric patches of area A, the number of basis functions for glossy reflections increases linearly with A, while for simple cast shadows, it often increases as √A. These results are confirmed numerically on a number of test scenes. Next, we carry out an analysis of the cost of rendering, trading off local dimensionality and the number of patches, deriving an optimal block size. Based on this analysis, we provide useful practical insights for setting parameters in CPCA and also derive a new adaptive subdivision algorithm. Moreover, we show that rendering time scales sub-linearly with the resolution of the image, allowing for interactive all-frequency relighting of 1024×1024 images. [less]

An Algorithm for Rendering Generalized Depth of Field Effects Based on Simulated Heat Diffusion

Todd Kosloff, Brian Barsky ICCSA 2007

Depth of field refers to the swath through a 3Dscene that is imaged in acceptable focus through an optics system, such as a camera lens. Control over depth of field is an important ... [more] Depth of field refers to the swath through a 3Dscene that is imaged in acceptable focus through an optics system, such as a camera lens. Control over depth of field is an important artistic tool that can be used to emphasize the sub- ject of a photograph. In a real camera, the control over depth of field is limited by the nature of the image formation process and by physical constraints. The depth of field effect has been simulated in computer graphics, but with the same limited control as found in real camera lenses. In this paper, we use diffusion in a non-homogeneous medium to generalize depth of field in computer graphics by enabling the user to independently specify the degree of blur at each point in three-dimensional space. Generalized depth of field provides a novel tool to emphasize an area of interest within a 3D scene, to pick objects out of a crowd, and to render a busy, complex picture more understandable by focusing only on relevant details that may be scattered throughout the scene. Our algorithm oper- ates by blurring a sequence of nonplanar layers that form the scene. Choosing a suitable blur algorithm for the layers is critical; thus, we develop appropriate blur semantics such that the blur algorithm will properly generalize depth of field. We found that diffusion in a non-homogeneous medium is the process that best suits these semantics. [less]

Isosurface Stuffing: Fast Tetrahedral Meshes with Good Dihedral Angles

François Labelle, Jonathan Shewchuk SIGGRAPH 2007

The isosurface stuffing algorithm fills an isosurface with a uniformly sized tetrahedral mesh whose dihedral angles are bounded between 10.7 o and 164.8 o , or (with a change ... [more] The isosurface stuffing algorithm fills an isosurface with a uniformly sized tetrahedral mesh whose dihedral angles are bounded between 10.7 o and 164.8 o , or (with a change in parameters) between 8.9 o and 158.8 o . The algorithm is whip fast, numerically robust, and easy to implement because, like Marching Cubes, it generates tetrahedra from a small set of precomputed stencils. A variant of the algorithm creates a mesh with internal grading: on the boundary, where high resolution is generally desired, the elements are fine and uniformly sized, and in the interior they may be coarser and vary in size. This combination of features makes isosurface stuffing a powerful tool for dynamic fluid simulation, large-deformation mechanics, and applications that require interactive remeshing or use objects defined by smooth implicit surfaces. It is the first algorithm that rigorously guarantees the suitability of tetrahedra for finite element methods in domains whose shapes are substantially more challenging than boxes. Our angle bounds are guaranteed by a computer-assisted proof. If the isosurface is a smooth 2-manifold with bounded curvature, and the tetrahedra are sufficiently small, then the boundary of the mesh is guaranteed to be a geometrically and topologically accurate approximation of the isosurface. [less]

Frequency Domain Normal Map Filtering

Charles Han, Bo Sun, Ravi Ramamoorthi, Eitan Grinspun SIGGRAPH 2007

Filtering is critical for representing image-based detail, such as textures or normal maps, across a variety of scales. While mipmapping textures is commonplace, accurate ... [more] Filtering is critical for representing image-based detail, such as textures or normal maps, across a variety of scales. While mipmapping textures is commonplace, accurate normal map filtering remains a challenging problem because of nonlinearities in shading--we cannot simply average nearby surface normals. In this paper, we show analytically that normal map filtering can be formalized as a spherical convolution of the normal distribution function (NDF) and the BRDF, for a large class of common BRDFs such as Lambertian, microfacet and factored measurements. This theoretical result explains many previous filtering techniques as special cases, and leads to a generalization to a broader class of measured and analytic BRDFs. Our practical algorithms leverage a significant body of previous work that has studied lighting-BRDF convolution. We show how spherical harmonics can be used to filter the NDF for Lambertian and low-frequency specular BRDFs, while spherical von Mises-Fisher distributions can be used for high-frequency materials. [less]

Symmetric Embedding of Locally Regular Hyperbolic Tilings

Carlo H. Séquin Bridges 2007

Energy Minimizers for Curvature-Based Surface Functionals

Pushkar P. Joshi, Carlo H. Séquin

We compare curvature-based surface functionals by comparing the aesthetic properties of their minimizers. We introduce an enhancement to the original inline curvature ... [more] We compare curvature-based surface functionals by comparing the aesthetic properties of their minimizers. We introduce an enhancement to the original inline curvature variation functional. This new functional also considers the mixed cross terms of the normal curvature derivative and is a more complete formulation of a curvature variation functional. To give designers an intuitive feel for the preferred shapes attained by these different functionals, we present a catalog of the minimum energy shapes for various symmetrical, unconstrained input surfaces of different genera. [less]

Computer-Aided Design and Realization of Geometrical Sculptures

The use of computer-aided design tools in the conception and realization of large-scale geometrical bronze sculptures is described. An inspirational piece of sculpture ... [more] The use of computer-aided design tools in the conception and realization of large-scale geometrical bronze sculptures is described. An inspirational piece of sculpture is analyzed and then captured in procedural form including several design parameters. These parameters not only allow the sculpture to be scaled to different sizes and individually optimized for each scale, but also facilitate the design of new sculptures that lie in the same conceptual family. The parameterized representation takes care of constraints and limitations in several of the implementation steps and provides additional aids for the assembly of a large sculpture from many smaller and more easily manufacturable pieces. [less]

Viewpoint-Coded Structured Light

Mark Young, Erik Beeson, James Davis, Szymon Rusinkiewicz, Ravi Ramamoorthi CVPR 2007

We introduce a theoretical framework and practical algorithms for replacing time-coded structured light patterns with viewpoint codes, in the form of additional camera ... [more] We introduce a theoretical framework and practical algorithms for replacing time-coded structured light patterns with viewpoint codes, in the form of additional camera locations. Current structured light methods typically use log(N) light patterns, encoded over time, to unambiguously reconstruct N unique depths. We demonstrate that each additional camera location may replace one frame in a temporal binary code. Our theoretical viewpoint coding analysis shows that, by using a high frequency stripe pattern and placing cameras in carefully selected locations, the epipolar projection in each camera can be made to mimic the binary encoding patterns normally projected over time. Results from our practical implementation demonstrate reliable depth reconstruction that makes neither temporal nor spatial continuity assumptions about the scene being captured. [less]

Dirty Glass: Rendering Contamination on Transparent Surfaces

Jinwei Gu, Ravi Ramamoorthi, Peter N. Belhumeur, Shree Nayar EGSR 2007

Rendering of clean transparent objects has been well studied in computer graphics. However, real-world transparent objects are seldom clean--their surfaces have a variety ... [more] Rendering of clean transparent objects has been well studied in computer graphics. However, real-world transparent objects are seldom clean--their surfaces have a variety of contaminants such as dust, dirt, and lipids. These contaminants produce a number of complex volumetric scattering effects that must be taken into account when creating photorealistic renderings. In this project, we take a significant step towards modeling and rendering these effects. We make the assumption that the contaminant is an optically thin layer and construct an analytic model based on pre-existing results in computer graphics and radiative transport theory for the net bidirectional reflectance/transmission distribution function. Moreover, the spatial textures created by the different types of contamination are also important in achieving visual realism. To this end, we measure the spatially varying thicknesses and the scattering parameters of a large number of glass panes with various types of dust, dirt, and lipids. We also develop a simple interactive synthesis tool to create novel instances of the measured contamination patterns. We show several results that demonstrate the use of our scattering model for rendering 3D scenes, as well as modifying real 2D photographs. [less]

A Real-Time Beam Tracer with Application to Exact Soft Shadows

Ryan Overbeck, Ravi Ramamoorthi, William R. Mark EGSR 2007

Efficiently calculating accurate soft shadows cast by area light sources remains a difficult problem. Ray tracing based approaches are subject to noise or banding, and most ... [more] Efficiently calculating accurate soft shadows cast by area light sources remains a difficult problem. Ray tracing based approaches are subject to noise or banding, and most other accurate methods either scale poorly with scene geometry or place restrictions on geometry and/or light source size and shape. Beam tracing is one solu- tion which has historically been considered too slow and complicated for most practical rendering applications. Beam tracing’s performance has been hindered by complex geometry intersection tests, and a lack of good accel- eration structures with efficient algorithms to traverse them. We introduce fast new algorithms for beam tracing, specifically for beam–triangle intersection and beam–kd-tree traversal. The result is a beam tracer capable of calculating precise primary visibility and point light shadows in real-time. Moreover, beam tracing provides full area elements instead of point samples, which allows us to maintain coherence through to secondary effects and utilize the GPU for high quality antialiasing and shading with minimal extra cost. More importantly, our analysis shows that beam tracing is particularly well suited to soft shadows from area lights, and we generate essentially exact noise-free soft shadows for complex scenes in seconds rather than minutes or hours. [less]

A Method for Cartoon-Style Rendering of Liquid Animations

Ashley M. Eden, Adam Bargteil, Tolga Goktekin, Sara Beth Eisinger, James F. O'Brien GI 2007

In this paper we present a visually compelling and informative cartoon rendering style for liquid animations. Our style is inspired by animations such as Futurama, The Little ... [more] In this paper we present a visually compelling and informative cartoon rendering style for liquid animations. Our style is inspired by animations such as Futurama, The Little Mermaid, and Bambi . We take as input a liquid surface obtained from a three-dimensional physically based liquid simulation system and output animations that evoke a cartoon style and convey liquid movement. Our method is based on four cues that emphasize properties of the liquid's shape and motion. We use bold outlines to emphasize depth discontinuities, patches of constant color to highlight near-silhouettes and areas of thinness, and, optionally place temporally coherent oriented textures on the liquid surface to help convey motion. [less]

Hyper-Seeing the Regular Hendeca-choron

Carlo H. Séquin ISAMA 2007

The hendecachoron is an abstract 4-dimensional polytope composed of eleven cells in the form of hemi-icosahedra. This paper tries to foster an understanding of this intriguing ... [more] The hendecachoron is an abstract 4-dimensional polytope composed of eleven cells in the form of hemi-icosahedra. This paper tries to foster an understanding of this intriguing object of high symmetry by discussing its construction in bottom-up and top down ways and providing visualization by computer graphics models. [less]

Design and Implementation of Pax Mundi II

On January 18, 2007 a ten foot tall bronze sculpture Pax Mundi II was installed in the courtyard of the H&R Block headquarters in Kansas City. This paper describes the computer-aided ... [more] On January 18, 2007 a ten foot tall bronze sculpture Pax Mundi II was installed in the courtyard of the H&R Block headquarters in Kansas City. This paper describes the computer-aided re-design process that started from the original Pax Mundi wood sculpture, as well as the fabrication and installation of the final sculpture. [less]

Time-Varying BRDFs

Bo Sun, Kalyan Sunkavalli, Ravi Ramamoorthi, Peter Belhumeur, Shree Nayar TVCG 2007

The properties of virtually all real-world materials change with time, causing their bidirectional reflectance distribution functions (BRDFs) to be time varying. However ... [more] The properties of virtually all real-world materials change with time, causing their bidirectional reflectance distribution functions (BRDFs) to be time varying. However, none of the existing BRDF models and databases take time variation into consideration; they represent the appearance of a material at a single time instance. In this paper, we address the acquisition, analysis, modeling, and rendering of a wide range of time-varying BRDFs (TVBRDFs). We have developed an acquisition system that is capable of sampling a material's BRDF at multiple time instances, with each time sample acquired within 36 sec. We have used this acquisition system to measure the BRDFs of a wide range of time-varying phenomena, which include the drying of various types of paints (watercolor, spray, and oil), the drying of wet rough surfaces (cement, plaster, and fabrics), the accumulation of dusts (household and joint compound) on surfaces, and the melting of materials (chocolate). Analytic BRDF functions are fit to these measurements and the model parameters' variations with time are analyzed. Each category exhibits interesting and sometimes nonintuitive parameter trends. These parameter trends are then used to develop analytic TVBRDF models. The analytic TVBRDF models enable us to apply effects such as paint drying and dust accumulation to arbitrary surfaces and novel materials. [less]

Real-Time Ambient Occlusion for Dynamic Character Skins

Adam Kirk, Okan Arikan I3D 2007

We present a single-pass hardware accelerated method to reconstruct compressed ambient occlusion values in real-time on dynamic character skins. This method is designed ... [more] We present a single-pass hardware accelerated method to reconstruct compressed ambient occlusion values in real-time on dynamic character skins. This method is designed to work with meshes that are deforming based on a low-dimensional set of parameters, as in character animation. The inputs to our method are rendered ambient occlusion values at the vertices of a mesh deformed into various poses, along with the corresponding degrees of freedom of those poses. The algorithm uses k-means clustering to group the degrees of freedom into a small number of pose clusters. Because the pose variation in a cluster is small, our method can define a low-dimensional pose representation using principal component analysis. Within each cluster, we approximate ambient occlusion as a linear function in the reduced-dimensional representation. When drawing the character, our method uses moving least squares to blend the reconstructed ambient occlusion values from a small number of pose clusters. This technique offers significant memory savings over storing uncompressed values, and can generate plausible ambient occlusion values for poses not seen in training. Because we are using linear functions our output is smooth, fast to evaluate, and easy to implement in a vertex or fragment shader. [less]

A first-order analysis of lighting, shading, and shadows

Ravi Ramamoorthi, Dhruv Mahajan, Peter Belhumeur TOG

The shading in a scene depends on a combination of many factors---how the lighting varies spatially across a surface, how it varies along different directions, the geometric ... [more] The shading in a scene depends on a combination of many factors---how the lighting varies spatially across a surface, how it varies along different directions, the geometric curvature and reflectance properties of objects, and the locations of soft shadows. In this paper, we conduct a complete first order or gradient analysis of lighting, shading and shadows, showing how each factor separately contributes to scene appearance, and when it is important. Gradients are well suited for analyzing the intricate combination of appearance effects, since each gradient term corresponds directly to variation in a specific factor. First, we show how the spatial and directional gradients of the light field change, as light interacts with curved objects. Second, we consider the individual terms responsible for shading gradients, such as lighting variation, convolution with the surface BRDF, and the object's curvature. This analysis indicates the relative importance of various terms, and shows precisely how they combine in shading. As one practical application, our theoretical framework can be used to adaptively sample images in high-gradient regions for efficient rendering. Third, we understand the effects of soft shadows, computing accurate visibility gradients. We generalize previous work to arbitrary curved occluders, and develop a local framework that is easy to integrate with conventional ray-tracing methods. Our visibility gradients can be directly used in practical gradient interpolation methods for efficient rendering. [less]

4D compression and relighting with high-resolution light transport matrices

Ewen Cheslack-Postava, Nolan Goodnight, Ren Ng, Ravi Ramamoorthi, Greg Humphreys I3D 2007

This paper presents a method for efficient compression and relighting with high-resolution, precomputed light transport matrices. We accomplish this using a 4D wavelet ... [more] This paper presents a method for efficient compression and relighting with high-resolution, precomputed light transport matrices. We accomplish this using a 4D wavelet transform, transforming the columns of the transport matrix, in addition to the 2D row transform used in previous work. We show that a standard 4D wavelet transform can actually inflate portions of the matrix, because high-frequency lights lead to high-frequency images that cannot easily be compressed. Therefore, we present an adaptive 4D wavelet transform that terminates at a level that avoids inflation and maximizes sparsity in the matrix data. Finally, we present an algorithm for fast relighting from adaptively compressed transport matrices. Combined with a GPU-based precomputation pipeline, this results in an image and geometry relighting system that performs significantly better than 2D compression techniques, on average 2x-3x better in terms of storage cost and rendering speed for equal quality matrices. [less]

A semi-Lagrangian contouring method for fluid simulation

Adam Bargteil, Tolga Goktekin, James F. O'Brien, John A. Strain ACM Trans. Graphics

In this paper we present a semi-Lagrangian surface tracking method for use with fluid simulations. Our method maintains an explicit polygonal mesh that defines the surface ... [more] In this paper we present a semi-Lagrangian surface tracking method for use with fluid simulations. Our method maintains an explicit polygonal mesh that defines the surface, and an octree data structure that provides both a spatial index for the mesh and a means for efficiently approximating the signed distance to the surface. At each timestep a new surface is constructed by extracting the zero set of an advected signed-distance function. Semi-Lagrangian backward path tracing is used to advect the signed-distance function. One of the primary advantages of this formulation is that it enables tracking of surface characteristics, such as color or texture coordinates, at negligible additional cost. We include several examples demonstrating that the method can be effectively used as part of a fluid simulation to animate complex and interesting fluid behaviors. [less]

Optimization of HDR brachytherapy dose distributions using linear programming with penalty costs

Ron Alterovitz, Etienne Lessard, Jean Pouliot, I-Chow Joe Hsu, James F. O'Brien, Ken Goldberg J. Medical Physics

Prostate cancer is increasingly treated with high-dose-rate (HDR) brachytherapy, a type of radiotherapy in which a radioactive source is guided through catheters temporarily ... [more] Prostate cancer is increasingly treated with high-dose-rate (HDR) brachytherapy, a type of radiotherapy in which a radioactive source is guided through catheters temporarily implanted in the prostate. Clinicians must set dwell times for the source inside the catheters so the resulting dose distribution minimizes deviation from dose prescriptions that conform to patient-specific anatomy. The primary contribution of this paper is to take the well-established dwell times optimization problem defined by Inverse Planning by Simulated Annealing (IPSA) developed at UCSF and exactly formulate it as a linear programming (LP) problem. Because LP problems can be solved exactly and deterministically, this formulation provides strong performance guarantees: one can rapidly find the dwell times solution that globally minimizes IPSA's objective function for any patient case and clinical criteria parameters. For a sample of 20 prostates with volume ranging from 23 to 103 cc, the new LP method optimized dwell times in less than 15 s per case on a standard PC. The dwell times solutions currently being obtained clinically using simulated annealing (SA), a probabilistic method, were quantitatively compared to the mathematically optimal solutions obtained using the LP method. The LP method resulted in significantly improved objective function values compared to SA (P = 1.54 * 10 -7 ), but none of the dosimetric indices indicated a statistically significant difference (P ≤ 0.01). The results indicate that solutions generated by the current version of IPSA are clinically equivalent to the mathematically optimal solutions. [less]

Efficient Shadows from Sampled Environment Maps

Aner Ben-Artzi, Ravi Ramamoorthi, Maneesh Agrawala JGT 06

This paper addresses the problem of efficiently calculating shadows from environment maps. Since accurate rendering of shadows from environment maps requires hundreds ... [more] This paper addresses the problem of efficiently calculating shadows from environment maps. Since accurate rendering of shadows from environment maps requires hundreds of lights, the expensive computation is determining visibility from each pixel to each light direction, such as by ray-tracing. We show that coherence in both spatial and angular domains can be used to reduce the number of shadow rays that need to be traced. Specifically, we use a coarse-to-fine evaluation of the image, predicting visibility by reusing visibility calculations from four nearby pixels that have already been evaluated. This simple method allows us to explicitly mark regions of uncertainty in the prediction. By only tracing rays in these and neighboring directions, we are able to reduce the number of shadow rays traced by up to a factor of 20 while maintaining error rates below 0.01%. For many scenes, our algorithm can add shadowing from hundreds of lights at twice the cost of rendering without shadows. [less]

A Texture Synthesis Method for Liquid Animations

Adam Bargteil, Funshing Sin, Jonathan E. Michaels, Tolga Goktekin, James F. O'Brien SCA 2006

In this paper we present a method for synthesizing textures on animated liquid surfaces generated by a physically based fluid simulation system. Rather than advecting ... [more] In this paper we present a method for synthesizing textures on animated liquid surfaces generated by a physically based fluid simulation system. Rather than advecting texture coordinates on the surface, we synthesize a new texture for every frame. We synthesize the texture with an optimization procedure which attempts to match the surface texture to an input sample texture. By synthesizing a new texture for every frame, our method is able to overcome the discontinuities and distortions of an advected parameterization. We achieve temporal coherence by initializing the surface texture with color values advected from the surface at the previous frame and including these colors in the energy function used during optimization. [less]

Hayley Iben, James F. O'Brien SCA 2006

We present a method for generating surface crack patterns that appear in materials such as mud, ceramic glaze, and glass. To model these phenomena, we build upon existing physically ... [more] We present a method for generating surface crack patterns that appear in materials such as mud, ceramic glaze, and glass. To model these phenomena, we build upon existing physically based methods. Our algorithm generates cracks from a stress field defined heuristically over a triangle discretization of the surface. The simulation produces cracks by evolving this field over time. The user can control the characteristics and appearance of the cracks using a set of simple parameters. By changing these parameters, we have generated examples similar to a variety of crack patterns found in the real world. We assess the realism of our results by a comparison with photographs of real-world examples. Using a physically based approach also enables us to generate animations similar to time-lapse photography. Awarded best paper at SCA 2006. [less]

Simultaneous Coupling of Fluids and Deformable Bodies

Nuttapong Chentanez, Tolga Goktekin, Bryan Feldman, James F. O'Brien SCA 2006

This paper presents a method for simulating the two-way interaction between fluids and deformable solids. The fluids are simulated using an incompressible Eulerian formulation ... [more] This paper presents a method for simulating the two-way interaction between fluids and deformable solids. The fluids are simulated using an incompressible Eulerian formulation where a linear pressure projection on the fluid velocities enforces mass conservation. Similarly, elastic solids are simulated using a semi-implicit integrator implemented as a linear operator applied to the forces acting on the nodes in Lagrangian formulation.The proposed method enforces coupling constraints between the fluid and the elastic systems by combining both the pressure projection and implicit integration steps into one set of simultaneous equations. Because these equations are solved simultaneously the resulting combined system treats closed regions in physically correct fashion, and has good stability characteristics allowing relatively large time steps. This general approach is not tied to any particular volume discretization of fluid or solid, and we present results implemented using both grid based and tetrahedral simulations. [less]

Fluid Animation with Dynamic Meshes

Bryan Klingner, Bryan Feldman, Nuttapong Chentanez, James F. O'Brien SIGGRAPH 2006

This paper presents a method for animating fluid with unstructured tetrahedral meshes that change at each time step. Meshes that conform well to changing boundaries and ... [more] This paper presents a method for animating fluid with unstructured tetrahedral meshes that change at each time step. Meshes that conform well to changing boundaries and that focus computation in the visually important parts of the domain can be generated quickly and reliably using existing techniques. We also describe a new approach to two-way coupling of fluid and rigid bodies that, while general, benefits from remeshing. Overall, the method provides a flexible environment for creating complex scenes involving fluid animation. [less]

Adam Bargteil, Funshing Sin, Jonathan Michaels, James F. O'Brien SIGGRAPH 2006 Tech Sketch

In this sketch we present a method for synthesizing textures on animated liquid surfaces generated by a physically based fluid simulation system. Rather than advecting ... [more] In this sketch we present a method for synthesizing textures on animated liquid surfaces generated by a physically based fluid simulation system. Rather than advecting texture coordinates on the surface, we synthesize a new texture for every frame. We synthesize the texture with an optimization procedure which attempts to match the surface texture to an input sample texture. By synthesizing a new texture for every frame, our method is able to overcome the discontinuities and distortions of an advected parameterization. We achieve temporal coherence by initializing the surface texture with color values advected from the surface at the previous frame and including these colors in the energy function used during optimization. [less]

Acquiring Scattering Properties of Participating Media by Dilution

Srinivasa G. Narasimhan, Mohit Gupta, Craig Donner , Ravi Ramamoorthi, Shree Nayar, Henrik Wann Jensen SIGGRAPH 2006

The visual world around us displays a rich set of volumetric effects due to participating media. The appearance of these media is governed by several physical properties ... [more] The visual world around us displays a rich set of volumetric effects due to participating media. The appearance of these media is governed by several physical properties such as particle densities, shapes and sizes, which must be input (directly or indirectly) to a rendering algorithm to generate realistic images. While there has been significant progress in developing rendering techniques (for instance, volumetric Monte Carlo methods and analytic approximations), there are very few methods that measure or estimate these properties for media that are of relevance to computer graphics. In this paper, we present a simple device and technique for robustly estimating the properties of a broad class of participating media that can be either (a) diluted in water such as juices, beverages, paints and cleaning supplies, or (b) dissolved in water such as powders and sugar/salt crystals, or (c) suspended in water such as impurities. The key idea is to dilute the concentrations of the media so that single scattering effects dominate and multiple scattering becomes negligible, leading to a simple and robust estimation algorithm. Furthermore, unlike previous approaches that require complicated or separate measurement setups for different types or properties of media, our method and setup can be used to measure media with a complete range of absorption and scattering properties from a single HDR photograph. Once the parameters of the diluted medium are estimated, a volumetric Monte Carlo technique may be used to create renderings of any medium concentration and with multiple scattering. We have measured the scattering parameters of forty commonly found materials, that can be immediately used by the computer graphics community. We can also create realistic images of combinations or mixtures of the original measured materials, thus giving the user a wide flexibility in making realistic images of participating media. [less]

Reflectance Sharing: Predicting Appearance from a Sparse Set of Images of a Known Shape

Todd Zickler, Sebastian Enrique, Ravi Ramamoorthi, Peter Belhumeur PAMI 2006 Aug

When the shape of an object is known, its appearance is determined by the spatially-varying reflectance function defined on its surface. Image-based rendering methods ... [more] When the shape of an object is known, its appearance is determined by the spatially-varying reflectance function defined on its surface. Image-based rendering methods that use geometry seek to estimate this function from image data. Most existing methods recover a unique angular reflectance function (e.g., BRDF) at each surface point and provide reflectance estimates with high spatial resolution. Their angular accuracy is limited by the number of available images, and as a result, most of these methods focus on capturing parametric or low-frequency angular reflectance effects, or allowing only one of lighting or viewpoint variation. We present an alternative approach that enables an increase in the angular accuracy of a spatially-varying reflectance function in exchange for a decrease in spatial resolution. By framing the problem as scattered-data interpolation in a mixed spatial and angular domain, reflectance information is shared across the surface, exploiting the high spatial resolution that images provide to fill the holes between sparsely observed view and lighting directions. Since the BRDF typically varies slowly from point to point over much of an object's surface, this method enables image-based rendering from a sparse set of images without assuming a parametric reflectance model. In fact, the method can even be applied in the limiting case of a single input image. [less]

Time-varying surface appearance: acquisition, modeling and rendering

Jinwei Gu, Chien-I Tu, Ravi Ramamoorthi, Peter Belhumeur, Wojciech Matusik, Shree Nayar SIGGRAPH 2006

In this project, we take a significant step towards measuring, modeling and rendering time-varying surface appearance. Traditional computer graphics rendering generally ... [more] In this project, we take a significant step towards measuring, modeling and rendering time-varying surface appearance. Traditional computer graphics rendering generally assumes that the appearance of surfaces remains static over time. Yet, there are a number of natural processes that cause surface appearance to vary dramatically, such as burning of wood, wetting and drying of rock and fabric, decay of fruit skins, or corrosion and rusting of steel and copper. Our research focuses on these various time-varying surface appearance phenomena. For acqusition, we built the first time-varying surface appearance database of 26 samples, including a variety of natural processes such as burning, drying on smooth and rough surfaces, decay, and corrosion. We also proposed a novel Space-Time Appearance Factorization (STAF) model, which factors space and time-varying effects and thus gives us much more control and editing capability to the original data. The STAF model includes an overall temporal appearance variation characteristic of the specific process, as well as space-dependent textures, rates and offsets, that control the different rates at which different spatial locations evolve, causing spatial patterns on the surface over time. Experimental results show that the model represents a variety of phenomena accurately. Moreover, it enables a number of novel rendering applications, such as transfer of the time-varying effect to a new static surface, control to accelerate time evolution in certain areas, extrapolation beyond the acquired sequence, and texture synthesis of time-varying appearance. [less]

A Compact Factored Representation of Heterogeneous Subsurface Scattering

Pieter Peers, Karl vom Berge, Wojciech Matusik, Ravi Ramamoorthi, Jason Lawrence, Szymon Rusinkiewicz, Philip Dutr{\'e} SIGGRAPH 2006

Heterogeneous subsurface scattering in translucent materials is one of the most beautiful but complex effects. We acquire spatial BSSRDF datasets using a projector, and ... [more] Heterogeneous subsurface scattering in translucent materials is one of the most beautiful but complex effects. We acquire spatial BSSRDF datasets using a projector, and develop a novel nonlinear factorization that separates a homogeneous kernel, and heterogeneous discontinuities. This enables rendering of complex spatially-varying translucent materials. [less]

Nuttapong Chentanez, Tolga Goktekin, Bryan Feldman, James F. O'Brien SIGGRAPH 2006 Tech Sketch

We describe a method for simultaneous two-way coupling of fluid and deformable bodies. The interaction between a fluid and deformable body can create complex and interesting ... [more] We describe a method for simultaneous two-way coupling of fluid and deformable bodies. The interaction between a fluid and deformable body can create complex and interesting motion that would be difficult to convincingly animate by hand. [less]

Inverse shade trees for non-parametric material representation and editing

Jason Lawrence, Aner Ben-Artzi, Christopher DeCoro, Wojciech Matusik, Hanspeter Pfister, Ravi Ramamoorthi, Szymon Rusinkiewicz SIGGRAPH 2006

Recent progress in the measurement of surface reflectance has created a demand for non-parametric appearance representations that are accurate, compact, and easy to use ... [more] Recent progress in the measurement of surface reflectance has created a demand for non-parametric appearance representations that are accurate, compact, and easy to use for rendering. Another crucial goal, which has so far received little attention, is editability: for practical use, we must be able to change both the directional and spatial behavior of surface reflectance (e.g., making one material shinier, another more anisotropic, and changing the spatial "texture maps" indicating where each material appears). We introduce an Inverse Shade Tree framework that provides a general approach to estimating the "leaves" of a user-specified shade tree from high-dimensional measured datasets of appearance. These leaves are sampled 1- and 2-dimensional functions that capture both the directional behavior of individual materials and their spatial mixing patterns. In order to compute these shade trees automatically, we map the problem to matrix factorization and introduce a flexible new algorithm that allows for constraints such as non-negativity, sparsity, and energy conservation. Although we cannot infer every type of shade tree, we demonstrate the ability to reduce multigigabyte measured datasets of the Spatially-Varying Bidirectional Reflectance Distribution Function (SVBRDF) into a compact representation that may be edited in real time. [less]

Real-Time BRDF Editing in Complex Lighting

Aner Ben-Artzi, Ryan Overbeck, Ravi Ramamoorthi SIGGRAPH 06

Current systems for editing BRDFs typically allow users to adjust analytic parameters while visualizing the results in a simplified setting (e.g. unshadowed point light ... [more] Current systems for editing BRDFs typically allow users to adjust analytic parameters while visualizing the results in a simplified setting (e.g. unshadowed point light). This paper describes a real-time rendering system that enables interactive edits of BRDFs, as rendered in their final placement on objects in a static scene, lit by direct, complex illumination. All-frequency effects (ranging from near-mirror reflections and hard shadows to diffuse shading and soft shadows) are rendered using a precomputation-based approach. Inspired by real-time relighting methods, we create a linear system that fixes lighting and view to allow real-time BRDF manipulation. In order to linearize the image's response to BRDF parameters, we develop an intermediate curve-based representation, which also reduces the rendering and precomputation operations to 1D while maintaining accuracy for a very general class of BRDFs. Our system can be used to edit complex analytic BRDFs (including anisotropic models), as well as measured reflectance data. We improve on the standard precomputed radiance transfer (PRT) rendering computation by introducing an incremental rendering algorithm that takes advantage of frame-to-frame coherence. We show that it is possible to render reference-quality images while only updating 10% of the data at each frame, sustaining frame-rates of 25-30fps. [less]

Patterns on the Genus-3 Klein Quartic

Carlo H. Séquin Bridges 2006

Projections of Klein's quartic surface of genus 3 into 3D space are used as canvases on which we present regular tessellations, Escher tilings, knot- and graph-embedding ... [more] Projections of Klein's quartic surface of genus 3 into 3D space are used as canvases on which we present regular tessellations, Escher tilings, knot- and graph-embedding problems, Hamiltonian cycles, Petrie polygons and equatorial weaves derived from them. Many of the solutions found have also been realized as small physical models made on rapid-prototyping machines. [less]

Hayley Iben, James F. O'Brien, Erik Demaine SoCG 2006

This paper describes an algorithm for generating a guaranteed-intersection-free interpolation sequence between any pair of compatible polygons. Our algorithm builds ... [more] This paper describes an algorithm for generating a guaranteed-intersection-free interpolation sequence between any pair of compatible polygons. Our algorithm builds on prior results from linkage unfolding, and if desired it can ensure that every edge length changes monotonically over the course of the interpolation sequence. The computational machinery that ensures against self-intersection is independent from the distance metric that determines the overall character of the interpolation sequence. This approach provides a powerful control mechanism for determining how the interpolation should appear, while still assuring against intersection and guaranteeing termination of the algorithm. Our algorithm also allows additional control by accommodating set of algebraic constraints that can be weakly enforced throughout the interpolation sequence. Awarded best paper at SoCG 2006. [less]

Extensions for 3D Graphics Rendering Engine used for Direct Tessellation of Spline Surfaces

Adrien Sfarti, Brian Barsky, Todd Kosloff, Egon Pasztor, Alex Kozlowski, Eric Roman, Alex Perelman ICCS 2006

In current 3D graphics architectures, the bus between the triangle server and the rendering engine GPU is clogged with triangle vertices and their many attributes (normal ... [more] In current 3D graphics architectures, the bus between the triangle server and the rendering engine GPU is clogged with triangle vertices and their many attributes (normal vectors, colors, texture coordinates). We have developed a new 3D graphics architecture using data compression to unclog the bus between the triangle server and the rendering engine. This new architecture has been described in [1]. In the present paper we describe further developments of the newly proposed architecture. The current paper shows several interesting extensions of our architecture such as backsurface rejection, NURBS real time tesselation and a description of a surface based API. We also show how the implementation of our architecture operates on top of the pixel shaders. [less]

New 3D Graphics Rendering Engine Architecture for Direct Tessellation of Spline Surfaces

Adrien Sfarti, Brian Barsky, Todd Kosloff, Egon Pasztor, Alex Kozlowski, Eric Roman, Alex Perelman 3IA 2006

In current 3D graphics architectures, the bus between the triangle server and the rendering engine GPU is clogged with triangle vertices and their many attributes (normal ... [more] In current 3D graphics architectures, the bus between the triangle server and the rendering engine GPU is clogged with triangle vertices and their many attributes (normal vectors, colors, texture coordinates). We develop a new 3D graphics architecture using data compression to unclog the bus between the triangle server and the rendering engine. The data compression is achieved by replacing the conventional idea of a GPU that renders triangles with a GPU that tessellates surface patches into triangles. [less]

Human Vision Based Detection of Non-Uniform Brightness on LCD Panels

Jee Hong Kim, Brian Barsky MVAII 2004

We propose a method to detect defects due to spatially non-uniform brightness on LCD panels by using a machine vision technique. The detection method is based on human vision ... [more] We propose a method to detect defects due to spatially non-uniform brightness on LCD panels by using a machine vision technique. The detection method is based on human vision so that proper subjective assessment experiments were conducted to investigate the correlation between the parameters related to non-uniformity and the degree how easily observable it is. The visibility of the defects reveals to depend mainly on the spatial gradient of brightness variation. Thus, in the proposed method, the spatial gradient that is calculated by using extracted contours will be utilized to detect the defects due to non-uniform brightness. The detection method comprises four parts: contour extraction, spatial gradient calculation, decision of defects, and display of defects. We applied the method to the images captured from practical LCD panels with non-uniformity defects and the results were consistent with detection by a human inspector. [less]

Exploiting Temporal Coherence for Incremental All-Frequency Relighting

Ryan Overbeck, Aner Ben-Artzi, Ravi Ramamoorthi, Eitan Grinspun EGSR 2006

Current PRT methods exploit spatial coherence of the lighting (such as with wavelets) and of light transport (such as with CPCA). We consider a significant, yet unexplored form ... [more] Current PRT methods exploit spatial coherence of the lighting (such as with wavelets) and of light transport (such as with CPCA). We consider a significant, yet unexplored form of coherence, temporal coherence of the lighting from frame to frame. We achieve speedups of 3x-4x over conventional PRT with minimal implementation effort, and can trivially be added to almost any existing PRT algorithm. [less]

Modeling Illumination Variation with Spherical Harmonics

Ravi Ramamoorthi

The appearance of objects including human faces can vary dramatically with the lighting. We present results that use spherical harmonic illumination basis functions ... [more] The appearance of objects including human faces can vary dramatically with the lighting. We present results that use spherical harmonic illumination basis functions to understand this variation for face modeling and recognition, as well as a number of other applications in graphics and vision. [less]

Computational Studies of Human Motion: Tracking and Motion Synthesis

David Forsyth, Okan Arikan, Leslie Ikemoto, James F. O'Brien, Deva Ramanan Foundations and Trends

We review methods for kinematic tracking of the human body in video. The review is part of a projected book that is intended to cross-fertilize ideas about motion representation ... [more] We review methods for kinematic tracking of the human body in video. The review is part of a projected book that is intended to cross-fertilize ideas about motion representation between the animation and computer vision communities. The review confines itself to the earlier stages of motion, focusing on tracking and motion synthesis; future material will cover activity representation and motion generation. In general, we take the position that tracking does not necessarily involve (as is usually thought) complex multimodal inference problems. Instead, there are two key problems, both easy to state. The first is lifting, where one must infer the configuration of the body in three dimensions from image data. Ambiguities in lifting can result in multimodal inference problem, and we review what little is known about the extent to which a lift is ambiguous. The second is data association, where one must determine which pixels in an image come from the body. We see a tracking by detection approach as the most productive, and review various human detection methods. Lifting, and a variety of other problems, can be simplified by observing temporal structure in motion, and we review the literature on data- driven human animation to expose what is known about this structure. Accurate generative models of human motion would be extremely useful in both animation and tracking, and we discuss the profound difficulties encountered in building such models. Discriminative methods – which should be able to tell whether an observed motion is human or not – do not work well yet, and we discuss why. There is an extensive discussion of open issues. In particular, we discuss the nature and extent of lifting ambiguities, which appear to be significant at short timescales and insignificant at longer timescales. This discussion suggests that the best tracking strategy is to track a 2D representation, and then lift it. We point out some puzzling phenomena associated with the choice of human motion representation – joint angles vs. joint positions. Finally, we give a quick guide to resources. [less]

Interactive Procedural Computer-Aided Design

Carlo H. Séquin CAD/Graphics 2005

The typical engineering design process can be decomposed into several phases: creative exploration of ideas, testing soundness of proposed concepts, refining concepts ... [more] The typical engineering design process can be decomposed into several phases: creative exploration of ideas, testing soundness of proposed concepts, refining concepts to realizable solutions, optimizing viable solutions with respect to performance/cost. Powerful computer algorithms have been developed for many of these tasks. Often these modules are rigid, allowing for little intervention by the designer, and the management of the interactions of these tasks mostly relies on human intelligence. Better user interfaces are required to integrate more fully human ingenuity and the assistance of the computer into the overall design process. The most powerful CAD systems should combine the power of programming, graphical visualization, and interactive adjustment of crucial design parameters. [less]

Semi-Automated Ultrasound Interpretation System Using Anatomical Knowledge Representation

Michael S. Downes, Brian Barsky VC 2005

Interpreting ultrasound data presents a significant challenge to medical personnel, which limits the clinical applications of the technology. We have addressed this ... [more] Interpreting ultrasound data presents a significant challenge to medical personnel, which limits the clinical applications of the technology. We have addressed this issue by developing a prototype computer-based system designed to aid non-expert medical practitioners in using ultrasound devices in a variety of different diagnostic situations. Essentially, the system treats the collection of images generated during an ultrasound examination as an ordered sequence of views of the anatomical environment and picks out key views in which the contents of the scan image changes. It stores descriptions of expected key views and matches incoming images to this key view sequence during an orientation phase of an examination. The prototype can guide a novice user through an examination of a patient’s abdomen and automatically identify anatomical structures within the region. Overall, the design represents a novel approach to processing and augmenting ultrasound data and to representing spatial knowledge. [less]

Elimination of Artifacts Due to Occlusion and Discretization Problems in Image Space Blurring Techniques

Brian Barsky, Michael Tobias, Derrick P. Chu, Daniel R. Horn GM 2005

Traditional computer graphics methods render images that appear sharp at all depths. Adding blur can add realism to a scene, provide a sense of scale, and draw a viewerÕs attention ... [more] Traditional computer graphics methods render images that appear sharp at all depths. Adding blur can add realism to a scene, provide a sense of scale, and draw a viewerÕs attention to a particular region of a scene. Our image-based blur algorithm needs to distinguish whether a portion of an image is either from a single object or is part of more than one object. This motivates two approaches to identify objects after an image has been rendered. We illustrate how these techniques can be used in conjunction with our image space method to add blur to a scene. [less]

Animating Gases with Hybrid Meshes

Bryan Feldman, James F. O'Brien, Bryan Klingner SIGGRAPH 2005

This paper presents a method for animating gases on unstructured tetrahedral meshes to efficiently model the interaction of the fluids with irregularly shaped obstacles ... [more] This paper presents a method for animating gases on unstructured tetrahedral meshes to efficiently model the interaction of the fluids with irregularly shaped obstacles. Because our discretization scheme parallels that of the standard staggered grid mesh we are able to combine tetrahedral cells with regular hexahedral cells in a single mesh. This hybrid mesh offers both accuracy near obstacles and efficiency in open regions. [less]

Efficiently Combining Positions and Normals for Precise 3D Geometry

Diego Nehab, Szymon Rusinkiewicz, James Davis, Ravi Ramamoorthi SIGGRAPH 2005

Range scanning, manual 3D editing, and other modeling approaches can provide information about the geometry of surfaces in the form of either 3D positions (e.g., triangle meshes ... [more] Range scanning, manual 3D editing, and other modeling approaches can provide information about the geometry of surfaces in the form of either 3D positions (e.g., triangle meshes or range images) or orientations (normal maps or bump maps). We present an algorithm that combines these two kinds of estimates to produce a new surface that approximates both. Our formulation is linear, allowing it to operate efficiently on complex meshes commonly used in graphics. It also treats high- and low-frequency components separately, allowing it to optimally combine outputs from data sources such as stereo triangulation and photometric stereo, which have different error-vs.-frequency characteristics. We demonstrate the ability of our technique to both recover high-frequency details and avoid low-frequency bias, producing surfaces that are more widely applicable than position or orientation data alone. [less]

A Practical Analytic Single Scattering Model for Real Time Rendering

Bo Sun, Ravi Ramamoorthi, Srinivasa Narasimhan, Shree Nayar SIGGRAPH 2005

We consider real-time rendering of scenes in participating media, capturing the effects of light scattering in fog, mist and haze. While a number of sophisticated approaches ... [more] We consider real-time rendering of scenes in participating media, capturing the effects of light scattering in fog, mist and haze. While a number of sophisticated approaches based on Monte Carlo and finite element simulation have been developed, those methods do not work at interactive rates. The most common real-time methods are essentially simple variants of the OpenGL fog model. While easy to use and specify, that model excludes many important qualitative effects like glows around light sources, the impact of volumetric scattering on the appearance of surfaces such as the diffusing of glossy highlights, and the appearance under complex lighting such as environment maps. In this paper, we present an alternative physically based approach that captures these effects while maintaining real-time performance and the ease-of-use of the OpenGL fog model. Our method is based on an explicit analytic integration of the single scattering light transport equations for an isotropic point light source in a homogeneous participating medium. We can implement the model in modern programmable graphics hardware using a few small numerical lookup tables stored as texture maps. Our model can also be easily adapted to generate the appearances of materials with arbitrary BRDFs, environment map lighting, and precomputed radiance transfer methods, in the presence of participating media. Hence, our techniques can be widely used in real-time rendering applications. [less]

Provably Good Moving Least Squares

Ravi Kolluri SODA 2005

We analyze a moving least squares algorithm for reconstructing a surface from point cloud data. Our algorithm defines an implicit function I whose zero set U is the reconstructed ... [more] We analyze a moving least squares algorithm for reconstructing a surface from point cloud data. Our algorithm defines an implicit function I whose zero set U is the reconstructed surface. We prove that I is a good approximation to the signed distance function of the sampled surface F and that U is geometrically close to and homeomorphic to F . Our proof requires sampling conditions similar to ε-sampling, used in Delaunay reconstruction algorithms. This paper won the Best Student Paper Award at SODA 2005. [less]

Fast and Detailed Approximate Global Illumination by Irradiance Decomposition

Okan Arikan, David A. Forsyth, James F. O'Brien SIGGRAPH 2005

In this paper we present an approximate method for accelerated computation of the final gathering step in a global illumination algorithm. Our method operates by decomposing ... [more] In this paper we present an approximate method for accelerated computation of the final gathering step in a global illumination algorithm. Our method operates by decomposing the radiance field close to surfaces into separate far- and near-field components that can be approximated individually. By computing surface shading using these approximations, instead of directly querying the global illumination solution, we have been able to obtain rendering time speed ups on the order of 10x compared to previous acceleration methods. Our approximation schemes rely mainly on the assumptions that radiance due to distant objects will exhibit low spatial and angular variation, and that the visibility between a surface and nearby surfaces can be reasonably predicted by simple location- and orientation-based heuristics. Motivated by these assumptions, our far-field scheme uses scattered-data interpolation with spherical harmonics to represent spatial and angular variation, and our near-field scheme employs and aggressively simple visibility heuristic. For our test scenes, the errors introduced when our assumptions fail do not result in visually objectionable artifacts or easily noticeable deviation from a ground-truth solution. We also discuss how our near-field approximation can be used with standard local illumination algorithms to produce significantly improved images at only negligible additional costs. [less]

Fluids in Deforming Meshes

Bryan Feldman, James F. O'Brien, Bryan Klingner, Tolga Goktekin SCA 2005

This paper describes a simple modification to an Eulerian fluid simulation that permits the underlying mesh to deform independent of the simulated fluid's motion. The modification ... [more] This paper describes a simple modification to an Eulerian fluid simulation that permits the underlying mesh to deform independent of the simulated fluid's motion. The modification consists of a straightforward adaptation of the commonly used semi-Lagrangian advection method to account for the mesh's motion. Because the method does not require more interpolation steps than standard semi-Lagrangian integration, it does not suffer from additional smoothing and requires only the added cost of updating the mesh. By specifying appropriate boundary conditions, mesh boundaries can behave like moving obstacles that act on the fluid resulting in a number of interesting effects. The paper includes several examples that have been computed on moving tetrahedral meshes. [less]

Pushing People Around

Okan Arikan, David Forsyth, James F. O'Brien SCA 2005

We present an algorithm for animating characters being pushed by an external source such as a user or a game environment. We start with a collection of motions of a real person ... [more] We present an algorithm for animating characters being pushed by an external source such as a user or a game environment. We start with a collection of motions of a real person responding to being pushed. When a character is pushed, we synthesize new motions by picking a motion from the recorded collection and modifying it so that the character responds to the push from the desired direction and location on its body. Determining the deformation parameters that realistically modify a recorded response motion is difficult. Choosing the response motion that will look best when modified is also non-trivial, especially in real-time. To estimate the envelope of deformation parameters that yield visually plausible modifications of a given motion, and to find the best motion to modify, we introduce an oracle. The oracle is trained using a set of synthesized response motions that are identified by a user as good and bad. Once trained, the oracle can, in real-time, estimate the visual quality of all motions in the collection and required deformation parameters to serve a desired push. Our method performs better than a baseline algorithm of picking the closest response motion in configuration space, because our method can find visually plausible transitions that do not necessarily correspond to similar motions in terms of configuration. Our method can also start with a limited set of recorded motions and modify them so that they can be used to serve different pushes on the upper body. [less]

Adam Bargteil, Tolga Goktekin, James F. O'Brien, John A. Strain SIGGRAPH 2005 Tech Sketch

In this sketch we present a semi-Lagrangian surface tracking method for use with fluid simulations. Our method main- tains an explicit polygonal mesh that defines the surface ... [more] In this sketch we present a semi-Lagrangian surface tracking method for use with fluid simulations. Our method main- tains an explicit polygonal mesh that defines the surface, and an octree data structure that provides both a spatial index for the mesh and an efficient means for evaluating the signed- distance function away from the surface. At each time step the surface is reconstructed from an implicit function defined by the composition of backward advection and the previous signed-distance function. One of the primary advantages of this formulation is that it enables tracking of surface charac- teristics, such as color or texture coordinates, at negligible additional cost. We include several examples demonstrating that the method can be used as part of a fluid simulation to effectively animate complex and interesting fluid behaviors. [less]

Symmetrical Hamiltonian Manifolds on Regular 3D and 4d Polytopes

Carlo H. Séquin Coxeter Day 2005

Hamiltonian cycles on the edge graphs of the regular polytopes in three and four dimensions are investigated with the primary goal of finding complete multi-colored coverages ... [more] Hamiltonian cycles on the edge graphs of the regular polytopes in three and four dimensions are investigated with the primary goal of finding complete multi-colored coverages of all the edges in the graph. The concept of a Hamiltonian path is then extended to the notion of Hamiltonian twomanifolds that visit all the given edges exactly once. For instance, the 4D simplex can be covered by a strip of 5 triangular facets that form a Moebius band! The use of Hamiltonian cycles to create physical dissection puzzles as well as geometrical sculptures is also investigated. The concepts are illustrated with computer graphics imagery and with small maquettes made with rapid prototyping techniques. [less]

Splitting Tori, Knots, and Moebius Bands

Carlo H. Séquin Bridges 2005

A study of sculptures and puzzles resulting from splitting lengthwise, tori, Moebius bands, various knots and graphs, illustrated with many models made on rapid prototyping ... [more] A study of sculptures and puzzles resulting from splitting lengthwise, tori, Moebius bands, various knots and graphs, illustrated with many models made on rapid prototyping machines. [less]

Adaptive Numerical Cumulative Distribution Functions for Efficient Importance Sampling

Jason Lawrence, Szymon Rusinkiewicz, Ravi Ramamoorthi EGSR 2004

As image-based surface reflectance and illumination gain wider use in physically-based rendering systems, it is becoming more critical to provide representations that ... [more] As image-based surface reflectance and illumination gain wider use in physically-based rendering systems, it is becoming more critical to provide representations that allow sampling light paths according to the distribution of energy in these high-dimensional measured functions. In this paper, we apply algorithms traditionally used for curve approximation to reduce the size of a multidimensional tabulated Cumulative Distribution Function (CDF) by one to three orders of magnitude without compromising its fidelity. These adaptive representations enable new algorithms for sampling environment maps according to the local orientation of the surface and for multiple importance sampling of image-based lighting and measured BRDFs. [less]

Skeletal Parameter Estimation from Optical Motion Capture Data

Adam Kirk, James F. O'Brien, David Forsyth CVPR 2005

In this paper we present an algorithm for automatically estimating a subject’s skeletal structure from optical mo- tion capture data. Our algorithm consists of a series ... [more] In this paper we present an algorithm for automatically estimating a subject’s skeletal structure from optical mo- tion capture data. Our algorithm consists of a series of steps that cluster markers into segment groups, determine the topological connectivity between these groups, and lo- cate the positions of their connecting joints. Our problem formulation makes use of fundamental distance constraints that must hold for markers attached to an articulated struc- ture, and we solve the resulting systems using a combination of spectral clustering and nonlinear optimization. We have tested our algorithms using data from both passive and ac- tive optical motion capture devices. Our results show that the system works reliably even with as few as one or two markers on each segment. For data recorded from human subjects, the system determines the correct topology and qualitatively accurate structure. Tests with a mechanical calibration linkage demonstrate errors for inferred segment lengths on average of only two percent. We discuss appli- cations of our methods for commercial human figure ani- mation, and for identifying human or animal subjects based on their motion independent of marker placement or feature selection. [less]

Adrien Sfarti, Brian Barsky, Todd Kosloff, Egon Pasztor, Alex Kozlowski, Eric Roman, Alex Perelman ICCS 2005

A Fourier Theory for Cast Shadows

Ravi Ramamoorthi, Melissa Koudelka, Peter Belhumeur PAMI 2005

Cast shadows can be significant in many computer vision applications, such as lighting-insensitive recognition and surface reconstruction. Nevertheless, most algorithms ... [more] Cast shadows can be significant in many computer vision applications, such as lighting-insensitive recognition and surface reconstruction. Nevertheless, most algorithms neglect them, primarily because they involve nonlocal interactions in nonconvex regions, making formal analysis difficult. However, many real instances map closely to canonical configurations like a wall, a V-groove type structure, or a pitted surface. In particular, we experiment with 3D textures like moss, gravel, and a kitchen sponge, whose surfaces include canonical configurations like V-grooves. This paper takes a first step toward a formal analysis of cast shadows, showing theoretically that many configurations can be mathematically analyzed using convolutions and Fourier basis functions. Our analysis exposes the mathematical convolution structure of cast shadows and shows strong connections to recent signal-processing frameworks for reflection and illumination. [less]

Spacetime Stereo: A Unifying Framework for Depth from Triangulation

James Davis, Diego Nehab, Ravi Ramamoorthi, Szymon Rusinkiewicz PAMI 2005

Depth from triangulation has traditionally been treated in a number of separate threads in the computer vision literature, with methods like stereo, laser scanning, and ... [more] Depth from triangulation has traditionally been treated in a number of separate threads in the computer vision literature, with methods like stereo, laser scanning, and coded structured light considered separately. In this paper, we propose a common framework, spacetime stereo, that unifies many of these previous methods. Viewing specific techniques as special cases of this general framework leads to insights regarding the solutions to many of the traditional problems of individual techniques. Specifically, we discuss a number of innovative possible applications such as improved recovery of static scenes under variable illumination, spacetime stereo for moving objects, structured light and laser scanning with multiple simultaneous stripes or patterns, and laser scanning of shiny objects. To suggest the practical utility of the framework, we use it to analyze one of these applications---recovery of static scenes under variable, but uncontrolled, illumination. Based on our analysis, we show that methods derived from the spacetime stereo framework can be used to recover depth in situations in which existing methods perform poorly. [less]

Reflectance Sharing: Image-based Rendering from a Sparse Set of Images

Todd Zickler, Sebastian Enrique, Ravi Ramamoorthi, Peter Belhumeur EGSR 2005

A Signal-Processing for Reflection

Ravi Ramamoorthi, Pat Hanrahan TOG 2004

We present a signal-processing framework for analyzing the reflected light field from a homogeneous convex curved surface under distant illumination. This analysis ... [more] We present a signal-processing framework for analyzing the reflected light field from a homogeneous convex curved surface under distant illumination. This analysis is of theoretical interest in both graphics and vision and is also of practical importance in many computer graphics problems—for instance, in determining lighting distributions and bidirectional reflectance distribution functions (BRDFs), in rendering with environment maps, and in image-based rendering. It is well known that under our assumptions, the reflection operator behaves qualitatively like a convolution. In this paper, we formalize these notions, showing that the reflected light field can be thought of in a precise quantitative way as obtained by convolving the lighting and BRDF, i.e. by filtering the incident illumination using the BRDF. Mathematically, we are able to express the frequency-space coefficients of the reflected light field as a product of the spherical harmonic coefficients of the illumination and the BRDF. These results are of practical importance in determining the well-posedness and conditioning of problems in inverse rendering—estimation of BRDF and lighting parameters from real photographs. Furthermore, we are able to derive analytic formulae for the spherical harmonic coefficients of many common BRDF and lighting models. From this formal analysis, we are able to determine precise conditions under which estimation of BRDFs and lighting distributions are well posed and well-conditioned. Our mathematical analysis also has implications for forward rendering—especially the efficient rendering of objects under complex lighting conditions specified by environment maps. The results, especially the analytic formulae derived for Lambertian surfaces, are also relevant in computer vision in the areas of recognition, photometric stereo and structure from motion. [less]

A Method for Animating Viscoelastic Fluids

Tolga Goktekin, Adam Bargteil, James F. O'Brien SIGGRAPH 2004

This paper describes a technique for animating the behavior of viscoelastic fluids, such as mucus, liquid soap, pudding, toothpaste, or clay, that exhibit a combination of both ... [more] This paper describes a technique for animating the behavior of viscoelastic fluids, such as mucus, liquid soap, pudding, toothpaste, or clay, that exhibit a combination of both fluid and solid characteristics. The technique builds upon prior Eulerian methods for animating incompressible fluids with free surfaces by including additional elastic terms in the basic Navier-Stokes equations. The elastic terms are computed by integrating and advecting strain-rate throughout the fluid. Transition from elastic resistance to viscous flow is controlled by von Mises’s yield condition, and subsequent behavior is then governed by a quasi-linear plasticity model. [less]

Adam Kirk, James F. O'Brien, David Forsyth SIGGRAPH 2004 Tech Sketch

In this sketch we present an algorithm for automatically estimating a subject's skeletal structure from optical motion capture data without using any a priori skeletal ... [more] In this sketch we present an algorithm for automatically estimating a subject's skeletal structure from optical motion capture data without using any a priori skeletal model. Our algorithm consists of a series of four steps that cluster markers into groups approximating rigid bodies, determine the topological connectivity between those groups, locate the positions of the connecting joints, and project those joint positions onto a rigid skeleton. These steps make use of a combination of spectral clustering and nonlinear optimization. Because it does not depend on prior rotation estimates, our algorithm can work reliably even when only one or two markers are attached to each body part, and our results do not suffer from error introduced by inaccurate rotation estimates. Furthermore, for applications where skeletal rotations are required, the skeleton computed by our algorithm actually provides an accurate and reliable means for computing them. We have tested an implementation of this algorithm with both passive and active motion capture data and found it to work well. Its computed skeletal estimates closely match measured values, and the algorithm behaves robustly even in the presence of noise, marker occlusion, and other errors typical of motion capture data. [less]

Hayley Iben, James F. O'Brien, Erik Demaine SIGGRAPH 2004 Tech Sketch

This sketch describes a guaranteed technique for generating intersection-free interpolation sequences between arbitrary, non-intersecting, planar polygons. The computational ... [more] This sketch describes a guaranteed technique for generating intersection-free interpolation sequences between arbitrary, non-intersecting, planar polygons. The computational machinery that ensures against self intersection guides a user-supplied distance heuristic that determines the overall character of the interpolation sequence. Additional control is provided to the user through specifying algebraic constraints that can be enforced throughout the sequence. [less]

Interpolating and Approximating Implicit Surfaces from Polygon Soup

Chen Shen, James F. O'Brien, Jonathan Shewchuk SIGGRAPH 2004

This paper describes a method for building interpolating or approximating implicit surfaces from polygonal data. The user can choose to generate a surface that exactly ... [more] This paper describes a method for building interpolating or approximating implicit surfaces from polygonal data. The user can choose to generate a surface that exactly interpolates the polygons, or a surface that approximates the input by smoothing away features smaller than some user-specified size. The implicit functions are represented using a moving least-squares formulation with constraints integrated over the polygons. The paper also presents an improved method for enforcing normal constraints and an iterative procedure for ensuring that the implicit surface tightly encloses the input vertices. [less]

Radiance Caching and Local Geometry Correction

Okan Arikan, David A. Forsyth, James F. O'Brien SIGGRAPH 2004 Tech Sketch

We present a final gather algorithm which splits the irradiance integral into two components. One component captures the incident radiance due to distant surfaces. This ... [more] We present a final gather algorithm which splits the irradiance integral into two components. One component captures the incident radiance due to distant surfaces. This incident radiance due to far field illumination is represented as a spatially varying field of spherical harmonic coefficients. Since distant surfaces do not cause rapid changes in incident radiance, this field is smooth and slowly varying and can be computed quickly and represented efficiently.In contrast, nearby surfaces may create drastic changes in irradiance, because their positions on the visible hemisphere can change quickly. We can find such nearby surfaces (scene triangles) by a local search. By assuming nearby surfaces are always visible, we can correct the far field irradiance estimate we obtain using the spherical harmonics, and restore the high frequency detail in indirect lighting. This correction can be performed efficiently because finding nearby surfaces is a local operation. [less]

An Opponent Process Approach to Modeling the Blue Shift of the Human Color Vision System

Brian Barsky, Todd Kosloff, Steven D. Upstill APGV 2004

Low light level affects human visual perception in various ways. Visual acuity is reduced and scenes appear bluer, darker, less saturated, and with reduced contrast. We confine ... [more] Low light level affects human visual perception in various ways. Visual acuity is reduced and scenes appear bluer, darker, less saturated, and with reduced contrast. We confine our attention to an approach to modeling the appearance of the bluish cast in dim light, which is known as blue shift. Both photographs and computer-generated images of night scenes can be made to appear more realistic by understanding these phenomena as well as how they are produced by the retina. The retina comprises two kinds of photoreceptors, called rods and cones. The rods are more sensitive in dim light than are the cones. Although there are three different kinds of cones with different spectral sensitivity curves, all rods have the same spectral response curve. Consequently, rods provide luminance information but no color discrimination. Thus, when the light is too dim to fully excite the cones, scenes appear desaturated. The opponent process theory of color vision [Hurvich and Jameson 1957] states that the outputs of the rods and cones are encoded as red-green, yellow-blue, and white-black opponent channels. We model loss of saturation and blue shift in this opponent color space. [less]

Rendering Skewed Plane of Sharp Focus and Associated Depth of Field

Brian Barsky, Egon Pasztor SIGGRAPH 2004

Depth of field is the region of a scene that is in focus in an image. This is measured relative to a plane-of-sharp focus. When using a physical camera, this plane is perpendicular ... [more] Depth of field is the region of a scene that is in focus in an image. This is measured relative to a plane-of-sharp focus. When using a physical camera, this plane is perpendicular to the optical axis of the camera lens, unless the camera is a view camera. This special camera enables many effects, including skewing the plane-of- sharp focus and associated depth of field. Using a view camera, the photographer can position and orient the lens plane and film plane independently; in fact, the film plane need not be perpendicular to the optical axis of the lens. This enables the photographer to control two unique types of effects: perspective correction, and arbitrary orientation of the plane-of- sharp-focus anywhere in the viewing volume. Perspective correction is vital for architecture photography, where it is desirable to maintain parallel vertical lines even when the view direction is angled up from the horizontal, as is the case, for example, in photographing a tall building from ground level. Vertical lines converge when they are not parallel to the film plane. This effect is not discussed in this sketch. The ability to orient the plane-of-sharp-focus seems to be unknown in computer graphics. Whenever depth of field has been rendered, it is always aligned with the viewing direction. Previous algorithms for rendering images with depth of field did not recognize that it can be possible for the volume of space that is "in focus" to be at any orientation with respect to the viewing direction (see Fig. 1). The effect is possible with a physical camera in the case of a view camera. [less]

Vision-Realistic Rendering: Simulation of the Scanned Foveal Image from Wavefront Data of Human Subjects

Brian Barsky APGV 2004

We introduce the concept of vision-realistic rendering – the com- puter generation of synthetic images that incorporate the charac- teristics of a particular individual ... [more] We introduce the concept of vision-realistic rendering – the com- puter generation of synthetic images that incorporate the charac- teristics of a particular individual’s entire optical system. Specif- ically, this paper develops a method for simulating the scanned foveal image from wavefront data of actual human subjects, and demonstrates those methods on sample images. First, a subject’s optical system is measured by a Shack- Hartmann wavefront aberrometry device. This device outputs a measured wavefront which is sampled to calculate an object space point spread function (OSPSF). The OSPSF is then used to blur in- put images. This blurring is accomplished by creating a set of depth images, convolving them with the OSPSF, and finally compositing to form a vision-realistic rendered image. Applications of vision-realistic rendering in computer graphics as well as in optometry and ophthalmology are discussed. [less]

Efficient BRDF Importance Sampling Using a Factored Representation

Jason Lawrence, Szymon Rusinkiewicz, Ravi Ramamoorthi SIGGRAPH 2004

High-quality Monte Carlo image synthesis requires the ability to importance sample realistic BRDF models. However, analytic sampling algorithms exist only for the Phong ... [more] High-quality Monte Carlo image synthesis requires the ability to importance sample realistic BRDF models. However, analytic sampling algorithms exist only for the Phong model and its derivatives such as Lafortune and Blinn-Phong. This paper demonstrates an importance sampling technique for a wide range of BRDFs, including complex analytic models such as Cook-Torrance and measured materials, which are being increasingly used for realistic image synthesis. Our approach is based on a compact factored representation of the BRDF that is optimized for sampling. We show that our algorithm consistently offers better efficiency than alternatives that involve fitting and sampling a Lafortune or Blinn-Phong lobe, and is more compact than sampling strategies based on tabulating the full BRDF. We are able to efficiently create images involving multiple measured and analytic BRDFs, under both complex direct lighting and global illumination. [less]

Triple Product Wavelet Integrals for All-Frequency Relighting

Ren Ng, Ravi Ramamoorthi, Pat Hanrahan SIGGRAPH 2004

This paper focuses on efficient rendering based on pre-computed light transport, with realistic materials and shadows under all-frequency direct lighting such as environment ... [more] This paper focuses on efficient rendering based on pre-computed light transport, with realistic materials and shadows under all-frequency direct lighting such as environment maps. The basic difficulty is representation and computation in the 6D space of light direction, view direction, and surface position. While image-based and synthetic methods for real-time rendering have been proposed, they do not scale to high sampling rates with variation of both lighting and viewpoint. Current approaches are therefore limited to lower dimensionality (only lighting or viewpoint variation, not both) or lower sampling rates (low frequency lighting and materials). We propose a new mathematical and computational analysis of pre-computed light transport. We use factored forms, separately pre-computing and representing visibility and material properties. Rendering then requires computing triple product integrals at each vertex, involving the lighting, visibility and BRDF. Our main contribution is a general analysis of these triple product integrals, which are likely to have broad applicability in computer graphics and numerical analysis. We first determine the computational complexity in a number of bases like point samples, spherical harmonics and wavelets. We then give efficient linear and sublinear-time algorithms for Haar wavelets, incorporating non-linear wavelet approximation of lighting and BRDFs. Practically, we demonstrate rendering of images under new lighting and viewing conditions in a few seconds, significantly faster than previous techniques. [less]

Spectral Surface Reconstruction from Noisy Point Clouds

Ravi Kolluri, Jonathan Shewchuk, James F. O'Brien SGP 2004

We introduce a noise-resistant algorithm for reconstructing a watertight surface from point cloud data. It forms a Delaunay tetrahedralization, then uses a variant of ... [more] We introduce a noise-resistant algorithm for reconstructing a watertight surface from point cloud data. It forms a Delaunay tetrahedralization, then uses a variant of spectral graph partitioning to decide whether each tetrahedron is inside or outside the original object. The reconstructed surface triangulation is the set of triangular faces where inside and outside tetrahedra meet. Because the spectral partitioner makes local decisions based on a global view of the model, it can ignore outliers, patch holes and undersampled regions, and surmount ambiguity due to measurement errors. Our algorithm can optionally produce a manifold surface. We present empirical evidence that our implementation is substantially more robust than several closely related surface reconstruction programs. [less]

Practical Rendering of Multiple Scattering Effects in Participating Media

Simon Premože, Michael Ashikhmin, Ravi Ramamoorthi, Shree K. Nayar EGSR 2004

Volumetric light transport effects are significant for many materials like skin, smoke, clouds, snow or water. In particular, one must consider the multiple scattering of ... [more] Volumetric light transport effects are significant for many materials like skin, smoke, clouds, snow or water. In particular, one must consider the multiple scattering of light within the volume. While it is possible to simulate such media using volumetric Monte Carlo or finite element techniques, those methods are very computationally expensive. On the other hand, simple analytic models have so far been limited to homogeneous and/or optically dense media and cannot be easily extended to include strongly directional effects and visibility in spatially varying volumes. We present a practical method for rendering volumetric effects that include multiple scattering. We show an expression for the point spread function that captures blurring of radiance due to multiple scattering. We develop a general framework for incorporating this point spread function, while considering inhomogeneous media—this framework could also be used with other analytic multiple scattering models. [less]

An Energy-Driven Approach to Linkage Unfolding

Jason Cantarella, Erik Demaine, Hayley Iben, James F. O'Brien SoCG 2004

We present a new algorithm for unfolding planar polygonal linkages without self-intersection based on following the gradient flow of a "repulsive" energy function. This ... [more] We present a new algorithm for unfolding planar polygonal linkages without self-intersection based on following the gradient flow of a "repulsive" energy function. This algorithm has several advantages over previous methods. (1) The output motion is represented explicitly and exactly as a piecewise-linear curve in angle space. As a consequence, an exact snapshot of the linkage at any time can be extracted from the output in strongly polynomial time (on a real RAM supporting arithmetic, sin and arcsin ). (2) Each linear step of the motion can be computed exactly in O ( n 2 ) time on a real RAM where n is the number of vertices. (3) We explicitly bound the number of linear steps (and hence running time) as a polynomial in n and the ratio between the maximum edge length and the initial minimum distance between a vertex and an edge. (4) Our method is practical and easy to implement. We provide a publicly accessible Java applet that implements the algorithm. Best paper award at SoCG 2004. [less]

Ravi Ramamoorthi, Melissa Koudelka, Peter Belhumeur ECCV 2004

Cast shadows can be significant in many computer vision applications such as lighting-insensitive recognition and surface reconstruction. However, most algorithms ... [more] Cast shadows can be significant in many computer vision applications such as lighting-insensitive recognition and surface reconstruction. However, most algorithms neglect them, primarily because they involve non-local interactions in non-convex regions, making formal analysis difficult. While general cast shadowing situations can be arbitrarily complex, many real instances map closely to canonical configurations like a wall, a V-groove type structure, or a pitted surface. In particular, we experiment on 3D textures like moss, gravel and a kitchen sponge, whose surfaces include canonical cast shadowing situations like V-grooves. This paper shows theoretically that many shadowing configurations can be mathemat- ically analyzed using convolutions and Fourier basis functions. Our analysis exposes the mathematical convolution structure of cast shadows, and shows strong connections to recently developed signal-processing frameworks for reflection and illumination. An analytic convolution formula is derived for a 2D V-groove, which is shown to correspond closely to many common shadowing situations, especially in 3D textures. Numerical simulation is used to extend these results to general 3D textures. These results also provide evidence that a common set of illumination basis functions may be appropriate for representing lighting variability due to cast shadows in many 3D textures. We derive a new analytic basis suited for 3D textures to represent illumination on the hemisphere, with some advantages over commonly used Zernike polynomials and spherical harmonics. New experiments on analyzing the variability in appearance of real 3D textures with illumination motivate and validate our theoretical analysis. Empirical results show that illumination eigenfunctions often correspond closely to Fourier bases, while the eigenvalues drop off significantly slower than those for irradiance on a Lambertian curved surface. These new empirical results are explained in this paper, based on our theory. [less]

Motion Synthesis from Anotations

Okan Arikan, David Forsyth, James F. O'Brien SIGGRAPH 2003

This paper describes a framework that allows a user to synthesize human motion while retaining control of its qualitative properties. The user paints a timeline with annotations ... [more] This paper describes a framework that allows a user to synthesize human motion while retaining control of its qualitative properties. The user paints a timeline with annotations --- like walk, run or jump --- from a vocabulary which is freely chosen by the user. The system then assembles frames from a motion database so that the final motion performs the specified actions at specified times. The motion can also be forced to pass through particular configurations at particular times, and to go to a particular position and orientation. Annotations can be painted positively (for example, must run), negatively (for example, may not run backwards) or as a don't-care. The system uses a novel search method, based around dynamic programming at several scales, to obtain a solution efficiently so that authoring is interactive. Our results demonstrate that the method can generate smooth, natural-looking motion. The annotation vocabulary can be chosen to fit the application, and allows specification of composite motions (run and jump} simultaneously, for example). The process requires a collection of motion data that has been annotated with the chosen vocabulary. This paper also describes an effective tool, based around repeated use of support vector machines, that allows a user to annotate a large collection of motions quickly and easily so that they may be used with the synthesis algorithm. [less]

Animating Suspended Particle Explosions

Bryan Feldman, James F. O'Brien, Okan Arikan SIGGRAPH 2003

This paper describes a method for animating suspended particle explosions. Rather than modeling the numerically troublesome, and largely invisible blast wave, the method ... [more] This paper describes a method for animating suspended particle explosions. Rather than modeling the numerically troublesome, and largely invisible blast wave, the method uses a relatively stable incompressible fluid model to account for the motion of air and hot gases. The fluid's divergence field is adjusted directly to account for detonations and the generation and expansion of gaseous combustion products. Particles immersed in the fluid track the motion of particulate fuel and soot as they are advected by the fluid. Combustion is modeled using a simple but effective process governed by the particle and fluid systems. The method has enough flexibility to also approximate sprays of burning liquids. This paper includes several demonstrative examples showing air bursts, explosions near obstacles, confined explosions, and burning sprays. Because the method is based on components that allow large time integration steps, it only requires a few seconds of computation per frame for the examples shown. [less]

All-Frequncy Shadows Using Non-linear Wavelet Lighting Approximation

Ren Ng, Ravi Ramamoorthi, Pat Hanrahan SIGGRAPH 2003

We present a method, based on pre-computed light transport, for real-time rendering of objects under all-frequency, time-varying illumination represented as a high-resolution ... [more] We present a method, based on pre-computed light transport, for real-time rendering of objects under all-frequency, time-varying illumination represented as a high-resolution environment map. Current techniques are limited to small area lights, with sharp shadows, or large low-frequency lights, with very soft shadows. Our main contribution is to approximate the environment map in a wavelet basis, keeping only the largest terms (this is known as a non-linear approximation). We obtain further compression by encoding the light transport matrix sparsely but accurately in the same basis. Rendering is performed by multiplying a sparse light vector by a sparse transport matrix, which is very fast. For accurate rendering, using non-linear wavelets is an order of magnitude faster than using linear spherical harmonics, the current best technique. [less]

Spectral Watertight Surface Reconstruction

Ravi Kolluri, Jonathan Shewchuk, James F. O'Brien SIGGRAPH 2003 Tech Sketch

We use spectral partitioning to reconstruct a watertight surface from point cloud data. This method is particularly effective for noisy and undersampled point sets with ... [more] We use spectral partitioning to reconstruct a watertight surface from point cloud data. This method is particularly effective for noisy and undersampled point sets with outliers, because decisions about the reconstructed surface are based on a global view of the model. [less]

Investigating Occlusion and Discretization Problems in Image Space Blurring Techniques

Brian Barsky, Michael J. Tobias, Daniel R. Horn, Derrick P. Chu VVG 2003

Traditional computer graphics methods render images that appear sharp at all depths. Adding blur can add realism to a scene, provide a sense of scale, and draw a viewer’s attention ... [more] Traditional computer graphics methods render images that appear sharp at all depths. Adding blur can add realism to a scene, provide a sense of scale, and draw a viewer’s attention to a particular region of a scene. Our image based blur algorithm needs to distinguish whether a portion of an image is either from a single object or is part of more than one object. This motivates two approaches to identify objects after an image has been rendered. We illustrate how these techniques can be used in conjunction with our image space method to add blur to a scene. [less]

Interactive Deformation Using Modal Analysis with Constraints

Kris Hauser, Chen Shen, James F. O'Brien Graphics Interface 2003

Modal analysis provides a powerful tool for efficiently simulating the behavior of deformable objects. This paper shows how manipulation, collision, and other constraints ... [more] Modal analysis provides a powerful tool for efficiently simulating the behavior of deformable objects. This paper shows how manipulation, collision, and other constraints may be implemented easily within a modal framework. Results are presented for several example simulations. These results demonstrate that for many applications the errors introduced by linearization are acceptable, and that the resulting simulations are fast and stable even for complex objects and stiff materials. [less]

Camera Models and Optical Systems Used in Computer Graphics: Part I, Object Based Techniques

Brian Barsky, Daniel R. Horn, Stanley A. Klein, Jeffrey A. Pang, Meng Yu ICCSA 03

Images rendered with traditional computer graphics techniques, such as scanline rendering and ray tracing, appear focused at all depths. However, there are advantages to ... [more] Images rendered with traditional computer graphics techniques, such as scanline rendering and ray tracing, appear focused at all depths. However, there are advantages to having blur, such as adding realism to a scene or drawing attention to a particular place in a scene. In this paper we describe the optics underlying camera models that have been used in computer graphics, and present object space techniques for rendering with those models. In our companion paper [3], we survey im- age space techniques to simulate these models. These techniques vary in both speed and accuracy. [less]

Camera Models and Optical Systems Used in Computer Graphics: Part II, Image Based Techniques

In our companion paper [5], we described the optics underlying camera models that have been used in computer graphics, and presented object space techniques for rendering ... [more] In our companion paper [5], we described the optics underlying camera models that have been used in computer graphics, and presented object space techniques for rendering with those models. In this paper, we survey image space techniques to simulate these models, and address topics including linear filtering, ray distribution buffers, light fields, and simulation techniques for interactive applications. [less]

Structured Importance Sampling of Environment Maps

Sameer Agarwal, Ravi Ramamoorthi, Serge J. Belongie, Henrik Wann Jensen SIGGRAPH 2003

We introduce structured importance sampling, a new technique for efficiently rendering scenes illuminated by distant natural illumination given in an environment map ... [more] We introduce structured importance sampling, a new technique for efficiently rendering scenes illuminated by distant natural illumination given in an environment map. Our method handles occlusion, high-frequency lighting, and is significantly faster than alternative methods based on Monte Carlo sampling. We achieve this speedup as a result of several ideas. First, we present a new metric for stratifying and sampling an environment map taking into account both the illumination intensity as well as the expected variance due to occlusion within the scene. We then present a novel hierarchical stratification algorithm that uses our metric to automatically stratify the environment map into regular strata. This approach enables a number of rendering optimizations, such as pre-integrating the illumination within each stratum to eliminate noise at the cost of adding bias, and sorting the strata to reduce the number of sample rays. We have rendered several scenes illuminated by natural lighting, and our results indicate that Structured importance sampling is better than the best previous Monte Carlo techniques, requiring one to two orders of magnitude fewer samples for the same image quality. [less]

James Davis, Ravi Ramamoorthi, Szymon Rusinkiewicz CVPR 2003

Using Specularities for Recognition

Margarita Osadchy, David Jacobs, Ravi Ramamoorthi ICCV 2003

Recognition systems have generally treated specular highlights as noise. We show how to use these highlights as a positive source of information that improves recognition ... [more] Recognition systems have generally treated specular highlights as noise. We show how to use these highlights as a positive source of information that improves recognition of shiny objects. This also enables us to recognize very challenging shiny transparent objects, such as wine glasses. Specifically, we show how to find highlights that are consistent with an hypothesized pose of an object of known 3D shape. We do this using only a qualitative description of highlight formation that is consistent with most models of specular reflection, so no specific knowledge of an object’s reflectance properties is needed. We first present a method that finds highlights produced by a dominant compact light source, whose position is roughly known. We then show how to estimate the lighting automatically for objects whose reflection is part specular and part Lambertian. We demonstrate this method for two classes of objects. First, we show that specular information alone can suffice to identify objects with no Lambertian reflectance, such as transparent wine glasses. Second, we use our complete system to recognize shiny objects, such as pottery. [less]

Jason Cantarella, Erik Demaine, Hayley Iben, James F. O'Brien DIMACS 2002

In this paper, we introduce a new energy-driven approach for straightening polygonal arcs and convexifying polygonal cycles without self-intersection based on following ... [more] In this paper, we introduce a new energy-driven approach for straightening polygonal arcs and convexifying polygonal cycles without self-intersection based on following the gradient flow of a "repulsive" energy function. [less]

Modelling with Implicit Surfaces that Interpolate

Greg Turk, James F. O'Brien TOG

We introduce new techniques for modelling with interpolating implicit surfaces. This form of implicit surface was first used for problems of surface reconstruction and ... [more] We introduce new techniques for modelling with interpolating implicit surfaces. This form of implicit surface was first used for problems of surface reconstruction and shape transformation, but the emphasis of our work is on model creation. These implicit surfaces are described by specifying locations in 3D through which the surface should pass, and also identifying locations that are interior or exterior to the surface. A 3D implicit function is created from these constraints using a variational scattered data interpolation approach, and the iso-surface of this function describes a surface. Like other implicit surface descriptions, these surfaces can be used for CSG and interference detection, may be interactively manipulated, are readily approximated by polygonal tilings, and are easy to ray trace. A key strength for model creation is that interpolating implicit surfaces allow the direct specification of both the location of points on the surface and the surface normals. These are two important manipulation techniques that are difficult to achieve using other implicit surface representations such as sums of spherical or ellipsoidal Gaussian functions (“blobbies”). We show that these properties make this form of implicit surface particularly attractive for interactive sculpting using the particle sampling technique introduced by Witkin and Heckbert. Our formulation also yields a simple method for converting a polygonal model to a smooth implicit model, as well as a new way to form blends between objects. [less]

Graphical Modeling and Animation of Ductile Fracture

James F. O'Brien, Adam Bargteil, Jessica Hodgins SIGGRAPH 2002

In this paper, we describe a method for realistically animating ductile fracture in common solid materials such as plastics and metals. The effects that characterize ductile ... [more] In this paper, we describe a method for realistically animating ductile fracture in common solid materials such as plastics and metals. The effects that characterize ductile fracture occur due to interaction between plastic yielding and the fracture process. By modeling this interaction, our ductile fracture method can generate realistic motion for a much wider range of materials than could be realized with a purely brittle model. This method directly extends our prior work on brittle fracture [O'Brien and Hodgins, SIGGRAPH 99]. We show that adapting that method to ductile as well as brittle materials requires only a simple to implement modification that is computationally inexpensive. This paper describes this modification and presents results demonstrating some of the effects that may be realized with it. [less]

Synthesizing sounds from rigid-body simulations

James F. O'Brien, Chen Shen, Christine Gatchalian SCA 2002

This paper describes a real-time technique for generating realistic and compelling sounds that correspond to the motions of rigid objects. By numerically precomputing ... [more] This paper describes a real-time technique for generating realistic and compelling sounds that correspond to the motions of rigid objects. By numerically precomputing the shape and frequencies of an object's deformation modes, audio can be synthesized interactively directly from the force data generated by a standard rigid-body simulation. Using sparse-matrix eigen-decomposition methods, the deformation modes can be computed efficiently even for large meshes. This approach allows us to accurately model the sounds generated by arbitrarily shaped objects based only on a geometric description of the objects and a handful of material parameters. [less]

Modal Analysis for Real-Time Viscoelastic Deformation

Chen Shen, Kris Hauser, Christine Gatchalian, James F. O'Brien SIGGRAPH 2002 Tech Sketch

This technical sketch describes how a standard analysis technique known as modal decomposition can be used for real-time model- ing of viscoelastic deformation. While ... [more] This technical sketch describes how a standard analysis technique known as modal decomposition can be used for real-time model- ing of viscoelastic deformation. While most prior work on inter- active deformation has relied on geometrically simple models and advantageously selected material parameters to achieve interactive speeds, the approach described here has two qualities that we believe should be required of a real-time deformation method: the simulation cost is decoupled from both the model’s geometric complexity and from stiffness of the material’s parameters. Additionally, the simulation may be advanced at arbitrarily large time-steps without introducing objectionable errors such as artificial damping. [less]

Modeling the Accumulation of Wind-Driven Snow

Bryan Feldman, James F. O'Brien SIGGRAPH 2002 Tech Sketch

This technical sketch presents a method for modeling the appearance of snow drifts formed by the accumulation of wind-blown snow near buildings and other obstacles. Our ... [more] This technical sketch presents a method for modeling the appearance of snow drifts formed by the accumulation of wind-blown snow near buildings and other obstacles. Our method combines previous work on snow accumulation with techniques for incompressible fluid flows. By computing the three-dimensional flow of air in the volume around the obstacles our method is able to model how the snow is convected, deposited, and lifted by the wind. The results demonstrate realistic snow accumulation patterns with deep windward and leeward drifts, furrows, and low accumulation in wind shadowed areas. [less]

Frequency Space Environment Map Rendering

Ravi Ramamoorthi, Pat Hanrahan SIGGRAPH 2002

We present a new method for real-time rendering of objects with complex isotropic BRDFs under distant natural illumination, as specified by an environment map. Our approach ... [more] We present a new method for real-time rendering of objects with complex isotropic BRDFs under distant natural illumination, as specified by an environment map. Our approach is based on spherical frequency space analysis and includes three main contributions. Firstly, we are able to theoretically analyze required sampling rates and resolutions, which have traditionally been determined in an ad-hoc manner. We also introduce a new compact representation, which we call a spherical harmonic reflection map (SHRM) , for efficient representation and rendering. Finally, we show how to rapidly prefilter the environment map to compute the SHRM ---our frequency domain prefiltering algorithm is generally orders of magnitude faster than previous angular (spatial) domain approaches. [less]

Analytic PCA construction for theoretical analysis of lighting variability in images of a Lambertian object

Ravi Ramamoorthi PAMI 2001

We analyze theoretically the subspace best approximating images of a convex Lambertian object taken from the same viewpoint, but under different distant illumination ... [more] We analyze theoretically the subspace best approximating images of a convex Lambertian object taken from the same viewpoint, but under different distant illumination conditions. Since the lighting is an arbitrary function, the space of all possible images is formally infinite-dimensional. However, previous empirical work has shown that images of largely diffuse objects actually lie very close to a 5-dimensional subspace. In this paper, we analytically construct the principal component analysis for images of a convex Lambertian object, explicitly taking attached shadows into account, and find the principal eigenmodes and eigenvalues with respect to lighting variability. Our analysis makes use of an analytic formula for the irradiance in terms of spherical-harmonic coefficients of the illumination, and shows, under appropriate assumptions, that the principal components or eigenvectors are identical to the spherical harmonic basis functions evaluated at the surface normal vectors. Our main contribution is in extending these results to the single-viewpoint case, showing how the principal eigenmodes and eigenvalues are affected when only a limited subset (the upper hemisphere) of normals is available, and the spherical harmonics are no longer orthonormal over the restricted domain. Our results are very close, both qualitatively and quantitatively, to previous empirical observations and represent the first essentially complete theoretical explanation of these observations. Our analysis is also likely to be of interest in other areas of computer vision and image-based rendering. In particular, our results indicate that using complex illumination for photometric problems in computer vision is not significantly more difficult than using directional sources. [less]

Synthesizing Sounds from Physically Based Motion

James F. O'Brien, Perry R. Cook, Georg Essl SIGGRAPH 2001

The goal of this work is to develop techniques for approximating sounds that are generated by the motions of solid objects. Our methods builds on previous work in the field ... [more] The goal of this work is to develop techniques for approximating sounds that are generated by the motions of solid objects. Our methods builds on previous work in the field of physically based animation that use deformable models to simulate the behavior of the solid objects. As the motions of the objects are computed, their surfaces are analyzed to determine how the motion will induce acoustic pressure waves in the surrounding medium. The waves are propogated to the listener where the results are used to generate sounds corresponding to the behavior of the simulated objects. [less]

Image Based Rendering and Illumination Using Spherical Mosaics

Chen Shen, Heung-Yeung Shum, James F. O'Brien SIGGRAPH 2001 Tech Sketch

The work described here extends the concentric mosaic representation developed by Shum and He to spherical mosaics that allow the viewer greater freedom of movement. Additionally ... [more] The work described here extends the concentric mosaic representation developed by Shum and He to spherical mosaics that allow the viewer greater freedom of movement. Additionally, by precomputing maps for diffuse and specular lighting terms, we use high dynamic range image data to compute realistic illumination for objects that can be interactively manipulated within the scene. [less]

Implicit Surfaces that Interpolate

Greg Turk, GHuong Quynh Dinh, James F. O'Brien, Gary Yngve Shape Modeling International 2001

Implicit surfaces are often created by summing a collection of radial basis functions. Recently, researchers have begun to create implicit surfaces that exactly interpolate ... [more] Implicit surfaces are often created by summing a collection of radial basis functions. Recently, researchers have begun to create implicit surfaces that exactly interpolate a given set of points by solving a simple linear system to assign weights to each basis function. Due to their ability to interpolate, these implicit surfaces are more easily controllable than traditional “blobby” implicits. There are several additional forms of control over these surfaces that make them attractive for a variety of applications. Surface normals may be directly specified at any location over the surface, and this allows the modeller to pivot the normal while still having the surface pass through the constraints. The degree of smoothness of the surface can be controlled by changing the shape of the basis functions, allowing the surface to be pinched or smooth. On a point-by-point basis the modeller may decide whether a constraint point should be exactly interpolated or approximated. Applications of these implicits include shape transformation, creating surfaces from computer vision data, creation of an implicit surface from a polygonal model, and medical surface reconstruction. [less]

Analysis of Planar Light Fields From Homogeneous Convex Curved Surfaces Under Distant Illumination

Ravi Ramamoorthi, Pat Hanrahan

We consider the flatland or 2D properties of the light field generated when a homogeneous convex curved surface reflects a distant illumination field. Besides being of ... [more] We consider the flatland or 2D properties of the light field generated when a homogeneous convex curved surface reflects a distant illumination field. Besides being of considerable theoretical interest, this problem has applications in computer vision and graphics---for instance, in determining lighting and bidirectional reflectance distribution functions (BRDFs), in rendering environment maps, and in image-based rendering. We demonstrate that the integral for the reflected light transforms to a simple product of coefficients in Fourier space. Thus, the operation of rendering can be viewed in simple signal processing terms as a filtering operation that convolves the incident illumination with the BRDF. This analysis leads to a number of interesting observations for computer graphics, computer vision, and visual perception. [less]

An Efficient Representation for Irradiance Environment Maps

Ravi Ramamoorthi, Pat Hanrahan SIGGRAPH 2001

We consider the rendering of diffuse objects under distant illumination, as specified by an environment map. Using an analytic expression for the irradiance in terms of ... [more] We consider the rendering of diffuse objects under distant illumination, as specified by an environment map. Using an analytic expression for the irradiance in terms of spherical harmonic coefficients of the lighting, we show that one needs to compute and use only 9 coefficients, corresponding to the lowest-frequency modes of the illumination, in order to achieve average errors of only 1%. In other words, the irradiance is insensitive to high frequencies in the lighting, and is well approximated using only 9 parameters. In fact, we show that the irradiance can be procedurally represented simply as a quadratic polynomial in the cartesian components of the surface normal, and give explicit formulae. These observations lead to a simple and efficient procedural rendering algorithm amenable to hardware implementation, a prefiltering method up to three orders of magnitude faster than previous techniques, and new representations for lighting design and image-based rendering. [less]

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 ... [more] 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, inverse rendering methods have been largely limited to settings with highly controlled lighting. One of the reasons for this is the lack of a coherent mathematical framework for inverse rendering under general illumination conditions. Our main contribution is the introduction of a signal-processing framework which describes the reflected light field as a convolution of the lighting and BRDF, and expresses it mathematically as a product of spherical harmonic coefficients of the BRDF and the lighting. Inverse rendering can then be viewed as deconvolution. We apply this theory to a variety of problems in inverse rendering, explaining a number of previous empirical results. We will show why certain problems are ill-posed or numerically ill-conditioned, and why other problems are more amenable to solution. The theory developed here also leads to new practical representations and algorithms. For instance, we present a method to factor the lighting and BRDF from a small number of views, i.e. to estimate both simultaneously when neither is known. [less]

On the relationship between Radiance and Irradiance: Determining the illumination from images of a convex Lambertian object

Ravi Ramamoorthi, Pat Hanrahan JOSA 2001

We present a theoretical analysis of the relationship between incoming radiance and irradiance. Specifically, we address the question of whether it is possible to compute ... [more] We present a theoretical analysis of the relationship between incoming radiance and irradiance. Specifically, we address the question of whether it is possible to compute the incident radiance from knowledge of the irradiance at all surface orientations. This is a fundamental question in computer vision and inverse radiative transfer. We show that the irradiance can be viewed as a simple convolution of the incident illumination, i.e.\ radiance and a clamped cosine transfer function. Estimating the radiance can then be seen as a deconvolution operation. We derive a simple closed-form formula for the irradiance in terms of spherical-harmonic coefficients of the incident illumination and demonstrate that the odd-order modes of the lighting with order greater than one are completely annihilated. Therefore, these components cannot be estimated from the irradiance, contradicting a theorem due to Preisendorfer. A practical realization of the radiance-from-irradiance problem is the estimation of the lighting from images of a homogeneous convex curved Lambertian surface of known geometry under distant illumination, since a Lambertian object reflects light equally in all directions proportional to the irradiance. We briefly discuss practical and physical considerations, and describe a simple experimental test to verify our theoretical results. [less]

Animating Fracture

James F. O'Brien, Jessica Hodgins CACM

We have developed a simulation technique that uses non-linear finite element analysis and elastic fracture mechanics to compute physically plausible motion for three-dimensional ... [more] We have developed a simulation technique that uses non-linear finite element analysis and elastic fracture mechanics to compute physically plausible motion for three-dimensional, solid objects as they break, crack, or tear. When these objects deform beyond their mechanical limits, the system automatically determines where fractures should begin and in what directions they should propagate. The system allows fractures to propagate in arbitrary directions by dynamically restructuring the elements of a tetrahedral mesh. Because cracks are not limited to the original element boundaries, the objects can form irregularly shaped shards and edges as they shatter. The result is realistic fracture patterns such as the ones shown in our examples. This paper presents an overview of the fracture algorithm, the details are presented in our ACM SIGGRAPH 1999 and 2002 papers. [less]

Combining Active and Passive Simulations for Secondary Motion

James F. O'Brien, Victor Zordan, Jessica Hodgins CG&A

Objects that move in response to the actions of a main character often make an important contribution to the visual richness of an animated scene. We use the term "secondary ... [more] Objects that move in response to the actions of a main character often make an important contribution to the visual richness of an animated scene. We use the term "secondary motion" to refer to passive motions generated in response to the movements of characters and other objects or environmental forces. Secondary motions aren't normally the mail focus of an animated scene, yet their absence can distract or disturb the viewer, destroying the illusion of reality created by the scene. We describe how to generate secondary motion by coupling physically based simulations of passive objects to actively controlled characters. [less]

Animating Explosions

Gary D. Yngve, James F. O'Brien, Jessica K. Hodgins SIGGRAPH 2000

In this paper, we introduce techniques for animating explosions and their effects. The primary effect of an explosion is a disturbance that causes a shock wave to propagate ... [more] In this paper, we introduce techniques for animating explosions and their effects. The primary effect of an explosion is a disturbance that causes a shock wave to propagate through the surrounding medium. This disturbance determines the behavior of nearly all other secondary effects seen in explosions. We simulate the propagation of an explosion through the surrounding air using a computational fluid dynamics model based on the equations for compressible, viscous flow. To model the numerically stable formulation of shocks along blast wave fronts, we employ an integration method that can handle steep gradients without introducing inappropriate damping. The system includes two-way coupling between solid objects and surrounding fluid. Using this technique, we can generate a variety of effects including shaped explosive charges, a projectile propelled from a chamber by an explosion, and objects damaged by a blast. With appropriate rendering techniques, our explosion model can be used to create such visual effects such as fireballs, dust clouds, and the refraction of light caused by a blast wave. [less]

Automatic Joint Parameter Estimation from Magnetic Motion Capture Data

James F. O'Brien, Robert Bodenheimer, Gabriel Brostow, Jessica Hodgins GI 2000

This paper describes a technique for using magnetic motion capture data to determine the joint parameters of an articulated hierarchy. This technique makes it possible ... [more] This paper describes a technique for using magnetic motion capture data to determine the joint parameters of an articulated hierarchy. This technique makes it possible to determine limb lengths, joint locations, and sensor placement for a human subject without external measurements. Instead, the joint parameters are inferred with high accuracy from the motion data acquired during the capture session. The parameters are computed by performing a linear least squares fit of a rotary joint model to the input data. A hierarchical structure for the articulated model can also be determined in situations where the topology of the model is not known. Once the system topology and joint parameters have been recovered, the resulting model can be used to perform forward and inverse kinematic procedures. We present the results of using the algorithm on human motion capture data, as well as validation results obtained with data from a simulation and a wooden linkage of known dimensions. [less]

Efficient Image-Based Methods for Rendering Soft Shadows

Maneesh Agrawala, Ravi Ramamoorthi, Alan Heirich, Laurent Moll SIGGRAPH 2000

We present two efficient image-based approaches for computation and display of high-quality soft shadows from area light sources. Our methods are related to shadow maps ... [more] We present two efficient image-based approaches for computation and display of high-quality soft shadows from area light sources. Our methods are related to shadow maps and provide the associated benefits. The computation time and memory requirements for adding soft shadows to an image depend on image size and the number of lights, not geometric scene complexity. We also show that because area light sources are localized in space, soft shadow computations are particularly well suited to image-based rendering techniques. Our first approach---layered attenuation maps---achieves interactive rendering rates, but limits sampling flexibility, while our second method---coherence-based raytracing---of depth images, is not interactive, but removes the limitations on sampling and yields high quality images at a fraction of the cost of conventional raytracers. Combining the two algorithms allows for rapid previewing followed by efficient high-quality rendering. [less]

Graphical Modeling and Animation of Brittle Fracture

James F. O'Brien, Jessica Hodgins SIGRAPH 1999

In this paper, we augment existing techniques for simulating flexible objects to include models for crack initiation and propagation in three-dimensional volumes. By ... [more] In this paper, we augment existing techniques for simulating flexible objects to include models for crack initiation and propagation in three-dimensional volumes. By analyzing the stress tensors computed over a finite element model, the simulation determines where cracks should initiate and in what directions they should propagate. We demonstrate our results with animations of breaking bowls, cracking walls, and objects that fracture when they collide. By varying the shape of the objects, the material properties, and the initial conditions of the simulations, we can create strikingly different effects ranging from a wall that shatters when it is hit by a wrecking ball to a bowl that breaks in two when it is dropped on edge. This paper received the SIGGRAPH 99 Impact Award. [less]

Shape Transformation Using Variational Implicit Functions

James F. O'Brien, Greg Turk SIGGRAPH 1999

Traditionally, shape transformation using implicit functions is performed in two distinct steps: 1) creating two implicit functions, and 2) interpolating between these ... [more] Traditionally, shape transformation using implicit functions is performed in two distinct steps: 1) creating two implicit functions, and 2) interpolating between these two functions. We present a new shape transformation method that combines these two tasks into a single step. We create a transformation between two N-dimensional objects by casting this as a scattered data interpolation problem in N + 1 dimensions. For the case of 2D shapes, we place all of our data constraints within two planes, one for each shape. These planes are placed parallel to one another in 3D. Zero-valued constraints specify the locations of shape boundaries and positive-valued constraints are placed along the normal direction in towards the center of the shape. We then invoke a variational interpolation technique (the 3D generalization of thin-plate interpolation), and this yields a single implicit function in 3D. Intermediate shapes are simply the zero-valued contours of 2D slices through this 3D function. Shape transformation between 3D shapes can be performed similarly by solving a 4D interpolation problem. To our knowledge, ours is the first shape transformation method to unify the tasks of implicit function creation and interpolation. The transformations produced by this method appear smooth and natural, even between objects of differing topologies. If desired, one or more additional shapes may be introduced that influence the intermediate shapes in a sequence. Our method can also reconstruct surfaces from multiple slices that are not restricted to being parallel to one another. [less]

Animating Sand, Mud, and Snow

Robert Sumner, James F. O'Brien, Jessica Hodgins CGF

Computer animations often lack the subtle environmental changes that should occur due to the actions of the characters. Squealing car tires usually leave no skid marks ... [more] Computer animations often lack the subtle environmental changes that should occur due to the actions of the characters. Squealing car tires usually leave no skid marks, airplanes rarely leave jet trails in the sky, and most runners leave no footprints. In this paper, we describe a simulation model of ground surfaces that can be deformed by the impact of rigid body models of animated characters. To demonstrate the algorithms, we show footprints made by a runner in sand, mud, and snow as well as bicycle tire tracks, a bicycle crash, and a falling runner. The shapes of the footprints in the three surfaces are quite different, but the effects were controlled through only five essentially independent parameters. To assess the realism of the resulting motion, we compare the simulated footprints to human footprints in sand. [less]

Creating Generative Models from Range Images

Ravi Ramamoorthi, James Arvo SIGGRAPH '99

We describe a new approach for creating concise high-level generative models from range images or other methods of obtaining approximate point clouds. Using a variety ... [more] We describe a new approach for creating concise high-level generative models from range images or other methods of obtaining approximate point clouds. Using a variety of acquisition techniques and a user-defined class of models, our method produces a compact and intuitive object description that is robust to noise and is easy to edit. The algorithm has two inter-related phases---recognition, which chooses an appropriate model within a user-specified hierarchy, and parameter estimation, which adjusts the model to fit the data as closely as possible. We give a simple method for automatically making tradeoffs between simplicity and accuracy to determine the best model within a given hierarchy. We also describe general techniques to optimize a specific generative model that include methods for curve-fitting, and which exploit sparsity. Using a few simple generative hierarchies, that subsume many of the models previously used in computer vision, we demonstrate our approach for model recovery on real and synthetic data. [less]

Perception of Human Motion with Different Geometric Models

Jessica Hodgins, James F. O'Brien, Jack Tumblin TVCG 1998

Human figures have been animated using a variety of geometric models including stick figures, polygonal models, and NURBS-based models with muscles, flexible skin, or clothing ... [more] Human figures have been animated using a variety of geometric models including stick figures, polygonal models, and NURBS-based models with muscles, flexible skin, or clothing. This paper reports on experimental results indicating that a viewer’s perception of motion characteristics is affected by the geometric model used for rendering. Subjects were shown a series of paired motion sequences and asked if the two motions in each pair were the same or different. The motion sequences in each pair were rendered using the same geometric model. For the three types of motion variation tested, sensitivity scores indicate that subjects were better able to observe changes with the polygonal model than they were with the stick figure model. [less]

Robert Sumner, James F. O'Brien, Jessica Hodgins GI 98

Computer animations often lack the subtle environmental changes that should occur due to the actions of the char- acters. Squealing car tires usually leave no skid marks ... [more] Computer animations often lack the subtle environmental changes that should occur due to the actions of the char- acters. Squealing car tires usually leave no skid marks, airplanes rarely leave jet trails in the sky, and most run- ners leave no footprints. In this paper, we describe a sim- ulation model of ground surfaces that can be deformed by the impact of rigid body models of animated characters. To demonstrate the algorithms, we show footprints made by a runner in sand, mud, and snow as well as bicycle tire tracks, a bicycle crash, and a falling runner. The shapes of the footprints in the three surfaces are quite different, but the effects were controlled through only five essentially independent parameters. To assess the realism of the re- sulting motion, we compare the simulated footprints to video footage of human footprints in sand. Received the Michael A. J. Sweeney award for best student paper. [less]

James F. O'Brien, Victor Zordan, Jessica Hodgins SIGGRAPH 1997 Tech Sketch

The secondary motion of passive objects in the scene is essential for appealing and natural-looking animated characters, but because of the difficulty of controlling ... [more] The secondary motion of passive objects in the scene is essential for appealing and natural-looking animated characters, but because of the difficulty of controlling the motion of the primary character, most research in computer animation has largely ignored secondary motion. We use dynamic simulation to generate secondary motion. Simulation is an appropriate technique because secondary motion is passive, dictated only by forces from the environment or the primary actor and not from an internal source of energy in the object itself. Secondary motion does not lend itself easily to keyframing, procedural approaches, or motion capture because of the many degrees of freedom that must move in synchrony with the primary motion of the animated figure. [less]

Do Geometric Models Affect Judgments of Human Motion?

Jessica Hodgins, James F. O'Brien, Jack Tumblin GI 97

Human figures have been animated using a wide variety of geometric models including stick figures, polygonal models, and NURBS-based models with muscles, flexible skin ... [more] Human figures have been animated using a wide variety of geometric models including stick figures, polygonal models, and NURBS-based models with muscles, flexible skin, or clothing. This paper re- ports on experiments designed to ascertain whether a viewer’s perception of motion characteristics is affected by the geometric model used for rendering. Subjects were shown a series of paired motion sequences and asked if the two motions in each pair were “the same” or “different.” The two motion sequences in each pair used the same geometric model. For each trial, the pairs of motion sequences were grouped into two sets where one set was rendered with a stick figure model and the other set was rendered with a polygonal model. Sensitivity measures for each trial indicate that for these sequences subjects were better able to discriminate motion variations with the polygonal model than with the stick figure model. [less]

Fast Construction of Accurate Quaternion Splines

Ravi Ramamoorthi, Alan H. Barr SIGGRAPH '97

In 1992, Barr et al proposed a method for interpolating orientations with unit quaternion curves by minimizing covariant acceleration. This paper presents a simple improved ... [more] In 1992, Barr et al proposed a method for interpolating orientations with unit quaternion curves by minimizing covariant acceleration. This paper presents a simple improved method which uses cubic basis functions to achieve a speedup of up to three orders of magnitude. A new criterion for automatic refinement based on the Euler-Lagrange error functional is also introduced. [less]

Animating Human Athletics

Jessica Hodgins, Wayne Wooten, David Brogan, James F. O'Brien SIGGRAPH 1995

This paper describes algorithms for the animation of men and women performing three dynamic athletic behaviors: running, bicycling, and vaulting. We animate these behaviors ... [more] This paper describes algorithms for the animation of men and women performing three dynamic athletic behaviors: running, bicycling, and vaulting. We animate these behaviors using control algorithms that cause a physically realistic model to perform the desired maneuver. For example, control algorithms allow the simulated humans to maintain balance while moving their arms, to run or bicycle at a variety of speeds, and to perform a handspring vault. Algorithms for group behaviors allow a number of simulated bicyclists to ride as a group while avoiding simple patterns of obstacles. We add secondary motion to the animations with spring- mass simulations of clothing driven by the rigid-body motion of the simulated human. For each simulation, we compare the computed motion to that of humans performing similar maneuvers both qualitatively through the comparison of real and simulated video images and quantitatively through the comparison of simulated and biomechanical data. [less]

Dynamic Simulation of Splashing Fluids

James F. O'Brien, Jessica Hodgins Computer Animation 95

In this paper we describe a method for modeling the dynamic behavior of splashing fluids. The model simulates the behavior of a fluid when objects impact or float on its surface ... [more] In this paper we describe a method for modeling the dynamic behavior of splashing fluids. The model simulates the behavior of a fluid when objects impact or float on its surface. The forces generated by the objects create waves and splashes on the surface of the fluid. To demonstrate the realism and limitations of the model, images from a computer- generated animation are presented and compared with video frames of actual splashes occurring under similar Abstract: initial conditions. [less]

Analysis of Computer Vision for Graphics and Animation

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Computer graphics, associated publications, researchers.

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Research Topics of the Computer Vision & Graphics Group

Seeing, modelling and animating humans.

computer graphics related research paper topics

Realistic human modelling is a challenging task in Computer Vision and Graphics. We investigate new methods for capturing and analyzing human bodies and faces in images and videos as well as new compact models for the representation of facial expressions as well as human bodies and their motion. We combine model-based and image-and video based representations with generative AI models as well as neural rendering.

Read more about current research projects in this field.

Scenes, Structure and Motion

computer graphics related research paper topics

We have a long tradition in 3D scene analysis and continuously perform innovative research in 3D capturing as well as 3D reconstruction, ranging from highly detailed stereo as well as multi-view images of static objects and scenes, addressing even complex surface and shape properties, over monocular shape-from-X methods, to analyzing deforming objects in monocular video.

Computational Imaging and Video

computer graphics related research paper topics

We perform innovative research in the field of video processing and computational video opening up new opportunities for how dynamic scenes can be analyzed and video footage can be represented, edited and seamlessly augmented with new content.

Learning and Inference

computer graphics related research paper topics

Our research combines computer vision, computer graphics, and machine learning to understand images and video data. In our research, we focus on the combination of deep learning with strong models or physical constraints in order to combine the advantages of model-based and data-driven methods.

Augmented and Mixed Reality

computer graphics related research paper topics

Our experience in tracking dynamic scenes and objects as well as photorealistic rendering enables new augmented reality solutions where virtual content is seamlessly blended into real video footage with applications e.g. multi-media, industry or medicine.

Previous Research Projects

computer graphics related research paper topics

We have performed various research projects in the above fields over the years.

Read more about older research projects here.

MIT Computer Graphics Group

The Computer Graphics Group houses many ongoing research projects. Here's a peek into what is happening at the CGG Lab:

CS7620 Special Topics in Computer Graphics

  • Instructor: Steve Marschner
  • Meets: Fridays 3:45-4:35, Gates G13 ( roster )

This discussion seminar will explore the state of the art in computer graphics, focusing on topics relevant to our local research, mainly through reading papers in the graphics research literature.

Prerequisites

This course teaches the skill of reading research papers, as well as the graphics topics that the papers are about. That means learning to approach difficult technical material that you will generally not understand completely; part of the trick of reading research literature is to be able to learn something from the fraction of a paper you understand, without getting lost in the part that you don't. Even accomplished researchers don't understand everything in most papers they read; it's usually only when you are going to implement or build on a particular paper that you put in the many hours needed to study it completely.

That said, it takes substantial background knowledge to understand enough from these papers that it is worth your time to read them. The official prerequisite is “graduate work in computer graphics or vision” which is a proxy for having enough general knowledge of math and physics and enough specific familiarity with computer graphics. In practice the course is designed for the needs of PhD students in graphics, but I expect PhD students in vision, robotics, scientific computing, and nearby fields will be fine, as well as advanced undergraduates and Master's students who enjoy challenging math and have done coursework in graphics.

Course Mechanics

The weekly process for this class is:

  • Previous Friday class: I briefly introduce the papers for the next week; usually there are two and often some others to look at on background.
  • By Wednesday: you read the papers and formulate a question on each, and write the question on our discussion forum. You're responsible not for fully understanding the papers (none of us will!) but for understanding what you can and being aware of what's in them so that you can participate in discussion. Hint: posting earlier makes it easier to formulate non-redundant questions!
  • Wednesday-Thursday: asynchronous discussion: we all respond to the questions, providing whatever partial answers we can.
  • Friday class: we discuss the papers, focusing on questions that emerged during the week.

You should expect to spend at least 3 hours a week on this process: an hour each reading papers and an hour in class. But you will definitely get more out by putting more in!

Schedule of topics

I set the reading list (it's not a democracy like reading groups often are) but will definitely respond to participants' interests. The readings will not always be planned out that far in advance, and selections may depend on discussions that we have about earlier papers.

This is an S/U class, and the expectations are that you will read the papers and participate in the discussion. The practical way to measure this is by noting that you are posting questions about the papers. So the requirement to pass the course is to post questions almost every week (it's no big deal to miss one here or there).

  • Adobe Research
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computer graphics related research paper topics

Research trends: The future of computer graphics—and the tools we’ll use to create them

March 28, 2022, tags: graphics (2d & 3d).

computer graphics related research paper topics

Wondering which trends and ideas will shape technology in 2022 and beyond? We talked to a few members of the Adobe Research team to find out.

Nathan Carr, an Adobe Research Senior Principal Scientist with a focus on computer graphics, gave us a peek into the future of 2D and 3D imaging. He also shared his vision for how we’ll interact with creative tools in the future.

Can you tell us about a trend you’re following in 2022?

One popular trend is the development of new representations for 3D assets. In the past we used to store things in the form of triangles and surface patches. In this new trend, we’re looking at neural representations to come up with new forms of information that compress and compact material, appearance, and geometry into one single optimized form that can be displayed and manipulated.

You can think of this as a next-generation 3D photograph. It’s a way to capture and represent the shape and appearance of the world so that we can start interacting with it in a deeper, richer way. I think these new representations will open a lot of exciting opportunities. High-end effects like raytracing are now being used in games to bring an unprecedented level of visual quality. I wonder whether a new evolution in rendering is about to take place that mixes light transport simulation with machine learning to produce photorealistic imagery even more efficiently. 

What do you hope researchers can accomplish this year?

One thing I’m thinking about deeply is the emergence of algorithms that will transform how we operate with computers. I think we want to move to a place where humans are interacting with computers in their own language and leveraging intuition about the world, rather than forcing humans to operate in the language of computers.

We’ve seen this trend over time. I think it will accelerate, and this has some deep ramifications. For example, today there’s a huge learning curve that artists go through to understand how computers represent things. In particular, 3D design software is incredibly complex, taking years to master.  Now we’re starting to be able to train algorithms that enable computers to meet humans in their own frame of mind, which will democratize creative tools so more people can access them. Computers will operate in a collaborative manner, anticipating and assisting in very complex tasks with high-level guidance from humans. With these new systems, artists and creatives will be able to produce content more efficiently while being more expressive.

computer graphics related research paper topics

What do you think people will be talking about at conferences and in papers this year?

As we talk about computers operating in the language of humans, we’ll need to collect a lot of data about the world.

For example, classically, we have represented images or 3D objects in very primitive forms without any extra information. So you can look at the colors and try to guess what pictures are, or if it’s a 3D triangle mesh, you can look at the shape of the geometry, but there’s only so much information there.

But if you pair this with a knowledge base of what is in millions of photos, or if you have huge collections of 3D shapes that people have authored and you know what their semantic meanings and relationships are, then suddenly you can apply that learning to unlock a lot of new capabilities. I think we’ll be talking about this transformation.

Which trends are you excited about beyond your field?

Hardware trends are exciting because a lot of what we do with machine learning and AI is often limited by hardware and compute. Even when we manage to train useful AI algorithms, we often struggle to deploy them on low-power devices because there just isn’t the hardware capability. This, however, is changing rapidly.

As a computer graphics research scientist, it used to be that you just needed one nice computer and a compiler, and you could do your work. Now you need a cluster or a supercomputer at your beck and call to train the latest machine learning algorithms. So how does this scale to every developer and creator? The power budgets are not on a sustainable path and need addressing. This will require not just innovations in hardware, but a co-evolution of the software algorithms behind machine learning models.

I also wonder about new forms of “fuzzy” computing (e.g., quantum computing) where we might be willing to tolerate a little bit of imprecision or uncertainty in an answer. If this form of computing can execute magnitudes faster with lower power requirements and reasonable accuracy, it may be worth the trade-off.  These new processors may require an entire reinvention of the algorithms we use and changes in the ways we write code. Regardless, being able to train models at scale with massive data and deploy them will require deep ingenuity. I believe such issues will be at the forefront of computing over the next decade.

Wondering what’s going on in 2D and 3D graphics at Adobe Research? You can learn more here .

Related Posts

Research trends: the way we watch videos is changing, and so are the tools we use to create them, vishy swaminathan, a senior principal scientist at adobe research, works on next-generation video and digital experiences., research trends: what’s next for human-computer interaction in the metaverse and beyond, cuong nguyen, research scientist, studies human-computer interaction, virtual reality (vr), augmented reality (ar), and the future of content creation and collaboration technologies., from stylized animation to perfect poses to customized fonts: adobe research sneaks at max 2021, sneaks—those quick peeks at still-in-development-technology from adobe — are always one of the highlights of max, and 2021 did not disappoint..

computer graphics related research paper topics

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Research Areas

Research of the computer graphics group at RWTH Aachen focuses on geometry acquisition and processing, on interactive visualization, and on related areas such as computer vision, photo-realistic image synthesis, and ultra high speed multimedia data transmission. In our projects we are cooperating with various industry companies as well as with academic research groups around the world. Additional funding sources are the Deutsche Forschungsgemeinschaft and the European Union. This page presents some examples of our current research projects. If you are interested in one of the topics please contact us by email for further detail information or check out our publications page on which you can find papers, software, and additional material for download.

computer graphics related research paper topics

A common dilemma in todays CAM production environments are the different geometry representations that are employed by CAD systems on the one hand and downstream applications like computational fluid- or structure simulation, rapid prototyping, and numerically controlled machining on the other hand. The conversion between different representations creates artifacts like gaps, holes, intersections and overlaps which have to be removed in tedious and often manual post-processing steps. We are focussing on the development of new algorithms to efficiently solve the model repair problem. Our hybrid approaches combine the advantages of traditional surface-oriented and volumetric algorithms. We exploit the topological simplicity of a voxel grid to reconstruct a cleaned up surface in the vicinity of intersections and cracks, but keep the input tessellation in regions that are away from these inconsistencies. We are thus able to preserve the characteristic structure of the input tessellation, close gaps up to a user-defined maximum diameter, resolve intersections, handle incompatible patch orientations and produce a feature-sensitive, manifold output that stays within a prescribed error-tolerance to the input model.

  • Polygon Mesh Repairing: An Application Perspective
  • A Practical Guide to Polygon Mesh Repairing
  • Structure Preserving CAD Model Repair
  • Automatic Restoration of Polygon Models

computer graphics related research paper topics

In many applications (prototyping and simulation, movies, games, ... ) the physically correct behavior of 3D objects is an improtant issue. This behavior should for example consider the dynamics of rigid bodies. Here objects can move through space, collide with each other and are liable to the laws of friction. Once one can simulate that, there is the possibility to add more degrees of freedom, e.g. object deformation by external and internal forces. With finite element methods these deformations can be handled in an efficient way. If we further increase the deformable character of the objects we may get materials like fluids or gases. Once all these phenomenas can be handled, a next step would be to simulate the interaction between all these different matters. Our goal in this context one the one hand is to integrate as many of these physical effects as possible to gain maximum physical correctness and on the other hand we want do to this as fast as possible, i.e. in realtime. Clearly there is a tradeoff between these goals. Desirable are algorithms which cover the whole range of application whereas the tradeoff between efficiency and precision can be controlled by a simple parameter.

computer graphics related research paper topics

When modeling geometric objects it is important to be able to switch between different levels of resolution of the object: At one time one might want to create fine details, like the eyes of a character, another time the designer may want to change the overall shape of the object without losing these details. This problem requires a suitable internal representation of the object and algorithms that enable to switch between the various levels of detail. In fact a decomposition of the geometric shape into disjoint "frequency bands" is necessary (multiresolution representation). If the different levels of detail are defined relative to each other then we have a fully hierarchical representation of the underlying object. Our research is focussing on algorithms that allow the designer to interactively edit a freeform object on arbitrary levels of resolution. Besides the underlying mathematical methods we are investigating new design metaphors to facilitate the handling of multiresolution surfaces within an interactive framework.

  • An Intuitive Framework for Real-Time Freeform Modeling
  • Interactive Multi-Resolution Modeling on Arbitrary Meshes
  • GPU-Based Multiresolution Deformation Using Approximate Normal Field Reconstruction
  • PriMo: Coupled Prisms for Intuitive Surface Modeling

computer graphics related research paper topics

Subdivision schemes have become increasingly popular in recent years because they provide a simple and efficient construction of smooth curves and surfaces. In contrast to plain piecewise polynomial representations like Bezier patches and NURBS, subdivision schemes can easily represent smooth surfaces of arbitrary topology. At our institute we are investigating the analysis of subdivision surfaces as well as their applications in geometric modeling and other computer graphics areas. We develop new subdivision schemes that accomodate specific requirements and carry over classical NURBS tools to subdivision surfaces.

  • Interpolatory Subdivision on Open Quadrilateral Nets with Arbitrary Topology
  • √3 Subdivision

computer graphics related research paper topics

We present a novel approach to feature-aware mesh deformation. Previous mesh editing methods are based on an elastic deformation model and thus tend to uniformly distribute the distortion in a least squares sense over the entire deformation region. Recent results from image resizing, however, show that discrete local modifications like deleting or adding connected seams of image pixels in regions with low saliency lead to far superior preservation of local features compared to uniform scaling -- the image retargeting analogon to least squares mesh deformation. Hence, we propose a discrete mesh editing scheme that combines elastic as well as plastic deformation (in regions with little geometric detail) by transferring the concept of seam carving from image retargeting to the mesh deformation scenario. A geometry seam consists of a connected strip of triangles within the mesh's deformation region. By collapsing or splitting the interior edges of this strip we perform a deletion or insertion operation that is equivalent to image seam carving and can be interpreted as a local plastic deformation. We use a feature measure to rate the geometric saliency of each triangle in the mesh and a well-adjusted distortion measure to determine where the current mesh distortion asks for plastic deformations, i.e., for deletion or insertion of geometry seams. Precomputing a fixed set of low-saliency seams in the deformation region allows us to perform fast seam deletion and insertion operations in a predetermined order such that the local mesh modifications are properly restored when a mesh editing operation is (partially) undone. Geometry seam carving hence enables the deformation of a given mesh in a way that causes stronger distortion in homogeneous mesh regions while salient features are preserved much better.

  • Geometry Seam Carving
  • A Sketching Interface for Feature Curve Recovery of Free-Form Surfaces

computer graphics related research paper topics

Remeshing algorithms are fundamental for the generation of high-quality CAD models in rapid prototyping, reverse engineering and conceptual design. Traditionally, remeshing algorithms where focused on improving the local mesh characteristics, i.e., on generating mesh elements with optimal shape and regularity (nearly quadratic). Recently the focus has widened to also incorporate structural considerations, i.e. the alignment of the elements to mesh features like edges and corners. We propose a two-step approach: In a first step the model is segmented into a set of (almost) planar regions that capture the overall structure of the model. In the second step, these regions are remeshed while taking consisteny constraints along their abutting boundaries into account. This way we obtain a high-quality, quad-dominant remesh that properly reflects the features of the input model.

  • Integer-Grid Maps for Reliable Quad Meshing
  • Dual Loops Meshing: Quality Quad Layouts on Manifolds
  • Topology aware Quad Dominant Meshing for Vascular Structures
  • Global Structure Optimization of Quadrilateral Meshes
  • Mixed-Integer Quadrangulation
  • Spectral Quadrangulation with Orientation and Alignment Control
  • An Incremental Approach to Feature Aligned Quad Dominant Remeshing
  • Quadrangular Parameterization for Reverse Engineering
  • Direct Anisotropic Quad-Dominant Remeshing
  • A Robust Two-Step Procedure for Quad-Dominant Remeshing

computer graphics related research paper topics

A purely topological approach for the generation of hexahedral meshes from quadrilateral surface meshes of genus zero has been proposed by M. Müller-Hannemann: in a first stage, the input surface mesh is reduced to a single hexahedron by successively eliminating loops from the dual graph of the quad mesh; in the second stage, the hexahedral mesh is constructed by extruding a layer of hexahedra for each dual loop from the first stage in reverse elimination order. In this paper, we introduce several techniques to extend the scope of target shapes of the approach and significantly improve the quality of the generated hexahedral meshes. While the original method can only handle "almost convex" objects and requires mesh surgery and remeshing in case of concave geometry, we propose a method to overcome this issue by introducing the notion of concave dual loops. Furthermore, we analyze and improve the heuristic to determine the elimination order for the dual loops such that the inordinate introduction of interior singular edges, i.e. edges of degree other than four in the hexahedral mesh, can be avoided in many cases.

  • Advanced Automatic Hexahedral Mesh Generation from Surface Quad Meshes

In 3-axis CNC milling, excess material is removed slice by slice by a tool head from a solid block of material. A number of different strategies have been explored which generally try to optimize the tool-paths to achieve high throughput at low machine wear-off. Classical approaches for computing the tool-paths are plagued by various numerical problems that result in poor performance and complex program architectures. We adopt an alternative approach that exploits the computing power of modern GPUs to achieve fast and robust algorithms. Our idea is to compute the signed distance field to a given contour and extract the tool-paths as isocurves of the field. This approach avoids the handling of special cases and leads to unprecedented speed when implemented in parallel on a graphics processor. Currently we are working on a generalization of these techniques to 5-axis machining.

computer graphics related research paper topics

Procedural modeling is a promising approach to create complex and detailed 3D objects and scenes. Based on the concept of split grammars, e.g., construction rules can be defined textually in order to describe a hierarchical build-up of a scene. Unfortunately, creating or even just reading such grammars can become very challenging for non-programmers. Recent approaches have demonstrated ideas to interactively control basic split operations for boxes, however, designers need to have a deep understanding of how to express a certain object by just using box splitting. Moreover, the degrees of freedom of a certain model are typically very high and thus the adjustment of parameters remains more or less a trial-and-error process. ...

  • View-Dependent Realtime Rendering of Procedural Facades with High Geometric Detail
  • Procedural Interpolation of Historical City Maps
  • Interactive Modeling by Procedural High-Level Primitives
  • Procedural Modeling of Interconnected Structures
  • Realtime Compositing of Procedural Facade Textures on the GPU
  • Generalized Use of Non-Terminal Symbols for Procedural Modeling

computer graphics related research paper topics

In mechanical engineering and architecture, structural elements with low material consumption and high load-bearing capabilities are essential for light-weight and even self-supporting constructions. This paper deals with so called point-folding elements - non-planar, pyramidal panels, usually formed from thin metal sheets, which exploit the increased structural capabilities emerging from folds or creases. Given a triangulated free-form surface, a corresponding point-folding structure is a collection of pyramidal elements basing on the triangles. User-specified or material-induced geometric constraints often imply that each individual folding element has a different shape, leading to immense fabrication costs. We present a rationalization method for such structures which respects the prescribed aesthetic and production constraints and ?nds a minimal set of molds for the production process, leading to drastically reduced costs. For each base triangle we compute and parametrize the range of feasible folding elements that satisfy the given constraints within the allowed tolerances. Then we pose the rationalization task as a geometric intersection problem, which we solve so as to maximize the re-use of mold dies. Major challenges arise from the high precision requirements and the non-trivial parametrization of the search space. We evaluate our method on a number of practical examples where we achieve rationalization gains of more than 90%.

  • Rationalization of Triangle-Based Point-Folding Structures
  • Variational Tangent Plane Intersection for Planar Polygonal Meshing

computer graphics related research paper topics

The computation of intrinsic, geodesic distances and geodesic paths on surfaces is a fundamental low-level building block in countless Computer Graphics and Geometry Processing applications. This demand led to the development of numerous algorithms – some for the exact, others for the approximative computation, some focussing on speed, others providing strict guarantees. Most of these methods are designed for computing distances according to the standard Riemannian metric induced by the surface’s embedding in Euclidean space. Generalization to other, especially anisotropic, metrics – which more recently gained interest in several application areas – is not rarely hampered by fundamental problems. We explore and discuss possibilities for the generalization and extension of well-known methods to the anisotropic case, evaluate their relative performance in terms of accuracy and speed, and propose a novel algorithm, the Short-Term Vector Dijkstra. This algorithm is strikingly simple to implement and proves to provide practical accuracy at a higher speed than generalized previous methods.

  • Efficient Computation of Shortest Path-Concavity for 3D Meshes
  • Practical Anisotropic Geodesy
  • Walking On Broken Mesh: Defect-Tolerant Geodesic Distances and Parameterizations
  • Accurate Computation of Geodesic Distance Fields for Polygonal Curves on Triangle Meshes

computer graphics related research paper topics

  • Flexibility : provide a basis for many different algorithms without the need for adaptation.
  • Efficiency : maximize time efficiency while keeping memory usage as low as possible.
  • Ease of use : wrap complex internal structure in an easy-to-use interface.
  • OpenMesh - A Generic and Efficient Polygon Mesh Data Structure

computer graphics related research paper topics

OpenVolumeMesh is a generic data structure for the comfortable handling of arbitrary polytopal meshes. Its concepts are closely related to OpenMesh. In particular, OpenVolumeMesh carries the general idea of storing edges as so-called (directed) half-edges over to the face definitions. So, faces are split up into so-called half-faces having opposing orientations. But unlike in the original concept of half-edges, local adjacency information is not stored on a per half-edge basis. Instead, all entities are arranged in arrays, which makes OpenVolumeMesh an index-based data structure where the access to entities via handles is accomplished in constant time complexity. By making the data structure index-based, we alleviate the major drawback of the half-edge data structure of only being capable to represent manifold meshes. In our concept, each entity of dimension n only stores an (ordered) tuple of handles (or indices) pointing to the incident entities of dimension (n-1). These incidence relations are called the top-down incidences. They are intrinsic to the implemented concept of volumentric meshes. One can additionally compute bottom-up incidences, which means that for each entity of dimension n, we also store handles to incident entities of dimension (n+1). These incidence relations have to be computed explicitly which can be performed in linear time complexity. Both incidence relations, the top-down and the bottom-up incidences, are used to provide a set of iterators and circulators that are comfortable in use. As in OpenMesh, OpenVolumeMesh provides an entirely generic underlying property system that allows attaching properties of any kind to the entities.

  • OpenVolumeMesh - A Versatile Index-Based Data Structure for 3D Polytopal Complexes

computer graphics related research paper topics

OpenFlipper is an OpenSource multi-platform application and programming framework designed for processing, modeling and rendering of geometric data. On the one hand OpenFlipper is an easy to use application for modifying and processing geometry. On the other hand OpenFlipper is a powerful framework allowing researchers to focus on their primary work and not having to write their own viewer or user interaction. OpenFlipper will work on Windows, MacOS X and Linux. We provide the same user interface and functionality on all platforms. Basic selection metaphors, a smoother, a decimater and many other algorithms are already included. As we make use of OpenMesh for our surface representation we support a variety of different file formats( off, obj, ply, ... ). For developers OpenFlipper provides a highly flexible interface for creating and testing own geometry processing algorithms. Basic functionality like rendering, selection and a lot of user interaction is provided by the system which significantly reduces the coding effort for developing new geometry processing algorithms. A scripting language can be used to access all parts of OpenFlipper and modify geometry or the user interface at runtime. This way developers can automatically test their algorithms with different parameters, take snapshots and compare the results just by using small scripts. Due to the multi platform system developers can reach a large group of users without having to change any line of code. OpenFlipper loads binary modules at runtime, so developers can easily hand out plugins without having to publish their source code.

  • OpenFlipper: An Open Source Geometry Processing and Rendering Framework

computer graphics related research paper topics

The faithful digitization and digital reproduction of three dimensional real world objects is one of the fundamental challenges in computer graphics and computer vision. Although established technologies such as laser scanning are able to produce high quality 3D reconstructions, they still lack flexibility with respect to material and lighting conditions, are relatively expensive, and are often applicable only to restricted types of objects. In this research area we are focusing on new techniques to reconstruct 3D objects from simple photos or video. We investigate new solutions to involved problems such as camera calibration, structure from motion, and methods for volumetric and explicit surface reconstruction. During the last years we have developed new techniques to efficiently solve two of the central questions in image-based reconstruction. Our highly efficient and illumination invariant photo-consistency measure for image-based, volumetric 3D reconstruction allows us to compute reliable probability estimates whether the desired object surface passes through a specific region in space or not. Furthermore, we presented new methods for surface extraction from such photo-consistency volumes, which allow us to generate triangle meshes that are faithful reproductions of the real 3D object surface solely from images. We also showed that our solutions are applicable to a number of other, difficult 3D reconstruction problems such as unoriented point clouds.

  • Character Reconstruction and Animation from Uncalibrated Video
  • An Intuitive Interface for Interactive High Quality Image-Based Modeling
  • Markerless Reconstruction of Dynamic Facial Expressions
  • LaserBrush: A Flexible Device for 3D Reconstruction of Indoor Scenes
  • Image Selection For Improved Multi-View Stereo
  • Iterative Multi-View Plane Fitting
  • Hierarchical Volumetric Reconstruction of Manifold Surfaces based on Dual Graph Embedding
  • Robust and Efficient Photo-Consistency Estimation for Volumetric 3D Reconstruction
  • Robust Reconstruction of Watertight 3D Models from Non-uniformly Sampled Point Clouds Without Normal Information

computer graphics related research paper topics

Estimating the position and orientation of a camera given an image taken by it is an important step in many interesting applications such as tourist navigations, robotics, augmented reality and incremental Structure-from-Motion reconstruction. To do so, we have to find correspondences between structures seen in the image and a 3D representation of the scene. Due to the recent advances in the field of Structure-from-Motion it is now possible to reconstruct large scenes up to the level of an entire city in very little time. We can use these results to enable image-based localization of a camera (and its user) on a large scale. However, when processing such large data, the computation of correspondences between points in the image and points in the model quickly becomes the bottleneck of the localization pipeline. Therefore, it is extremely important to develop methods that are able to effectively and efficiently handle such large environments and that scale well to even larger scenes.

  • Improving Image-Based Localization by Active Correspondence Search
  • Image Retrieval for Image-Based Localization Revisited
  • Towards Fast Image-Based Localization on a City-Scale
  • Fast Image-Based Localization using Direct 2D-to-3D Matching

Digital watermarking techniques as they are known from classical media like images, videos and sound become more and more important in geometric models to enable copyright protection and ownership verification. In particular, the widely used spread-spectrum methods can be generalized to 3D datasets but are often far too slow to cope with very large meshes due to their complex computations. We explore alternative spectral watermarking schemes that are based on orthogonalized radial basis functions. Our algorithm achieves high resistance against various real-world attacks but even more importantly, it runs faster by two orders of magnitude and thus can efficiently watermark even very large models.

  • Efficient Spectral Watermarking of Large Meshes with Orthogonal Basis Functions

computer graphics related research paper topics

Table display surfaces, like Microsoft PixelSense, can display multimedia content to a group of users simultaneously, but it is expensive and lacks mobility. On the contrary, mobile devices are more easily available, but due to limited screen size and resolution, they are not suitable for sharing multimedia data interactively. In this paper we present a "Dynamic Tiling Display", an interactive display surface built from mobile devices. Our framework utilizes the integrated front facing camera of mobile devices to estimate the relative pose of multiple mobile screens arbitrarily placed on a table. Using this framework, users can create a large virtual display where multiple users can explore multimedia data interactively through separate windows (mobile screens). The major technical challenge is the calibration of individual displays, which is solved by visual object recognition using front facing camera inputs.

  • Dynamic Tiling Display: Building an Interactive Display Surface using Multiple Mobile Devices
  • Ad-Hoc Multi-Displays for Mobile Interactive Applications

computer graphics related research paper topics

  • SIFT-Realistic Rendering
  • High-Quality Surface Splatting on Today's GPUs
  • Phong Splatting
  • Efficient high quality rendering of point sampled geometry

computer graphics related research paper topics

Using global illumination techniques, we are able to generate photorealistic images and movie sequences. This is important in areas of visualization, architecture, advertisement, movies and video games. Both offline and real-time rendering are of interest, and we in particular focus on real-time global illumination which can be used to create even more convincing video games and a stunning virtual reality for the user.

  • Interactive Global Illumination for Deformable Geometry in CUDA

computer graphics related research paper topics

Global illumination can also be applied to compute the propagation of radio waves, e.g. in buildings or urban environments. This is for example important in the context of wireless networks or mobile phone networks. Predicting reception quality of mobile nodes and simulation of mobile networks is a hot topic in the network computing community. With the knowledge gained from the image synthesis aspects of global illumination, we are able to create accurate and physics based solutions to the wave propagation problem.

  • Using Spherical Harmonics for Modeling Antenna Patterns
  • Efficient and Accurate Urban Outdoor Radio Wave Propagation
  • Efficient Rasterization for Outdoor Radio Wave Propagation
  • Simulation of Radio Wave Propagation by Beam Tracing
  • Beam Tracing for Multipath Propagation in Urban Environments
  • Wave Propagation Using the Photon Path Map
  • The Effect of the Radio Wave Propagation Model in Mobile Ad Hoc Networks

computer graphics related research paper topics

If the processing of digital images is supposed to go beyond mere filtering, one of the most basic operations is to add or remove objects from a given image. While adding an object to the foreground of an image is comparably easy (if we ignore relighting issues), removing an object is usually quite difficult because the now-visible background has to be reconstructed properly in order to hide the modification to the viewer. Besides image completion approaches that are based on filtering or texture-synthesis, the fragment-based approaches have been shown to lead to the most convincing results. In these approaches the image regions, where foreground objects have been removed, are filled by iteratively copying small patches (source fragments) of the input image to the boundary of the unknown region (target fragment) until they completely cover the unknown region. We have developed a new approach for computing fragment-based image completion which enables its integration into an interactive inpainting tool.

  • Image Completion with Perspective Correction

computer graphics related research paper topics

  • Character Animation from 2D Pictures and 3D Motion Data

computer graphics related research paper topics

Extracting isosurfaces from volumetric datasets is an essential step for indirect volume rendering algorithms. For physically measured data like it is used, e.g. in medical imaging applications one often introduces topological errors such as small handles that stem from measurement inaccuracy and cavities that are generated by tight folds of an organ. During isosurface extraction these measurement errors result in a surface whose genus is much higher than that of the actual surface. In many cases however, the topological type of the object under consideration is known beforehand, e.g., the cortex of a human brain is always homeomorphic to a sphere. We investigate algorithms for shape extraction that allow the user to have control over the topology of the reconstructed surface and at the same time guarantee high geometric fidelity. We do not only consider binary volumes but also look for generalizations to multi-valued volume datasets.

  • Extracting consistent and manifold interfaces from multi-valued volume data sets
  • Sub-Voxel Topology Control for Level Set Surfaces

computer graphics related research paper topics

Direct volume rendering algorithms often suffer from occlusion artefacts, e.g. when a certain region of interest like the cerebral cortex is occluded by other regions like the cranial bone. However, their advantage is that they allow to compute visualizations of the 3D image in a flexible and efficient way. On the other hand, surfaces which are extracted to be used for indirect visualization methods have a well defined geometry and therefore can be used for generating lighting and shadow computations. However, isosurfaces might be made of multiple connected components, too, and thus occlusions might also occur in this case. An alternative approach is based on a re-labeling of the input volume's set of isosurfaces which allows the user to peel off the outer layers and to distinguish unconnected voxel components which happen to have the same voxel values. We use these new labels to mask out certain components and render the original data directly. The masking process is implemented on the GPU which enables interactive frame rates even when the selection of the user changes dynamically. The integration of lighting and shadows is also possible and clearly enhances the 3D impression of the image.

The digitization of 3D human motion data plays a central role in a variety of applications, such as immersive interfaces for virtual environments, motion analysis in medical contexts, or character animation in movies or games. The process of capturing and processing motion data is a computationally complex task which usually requires a significant amount of manual pre- and post-processing even for established techniques such as optical motion capture systems. This necessity for expert knowledge makes current motion capturing techniques too inflexible in many potential application scenarios. In this project we develop techniques to support the use of motion capture as a general, flexible input device without the above mentioned restrictions. We implement a self-calibrating framework for optical motion capture, enabling the reconstruction and tracking of arbitrary articulated objects in real-time. Our method automatically estimates relevant model parameters on-the-fly without any information on the initial tracking setup or the distribution of optical markers, and computes the geometry and topology of multiple tracked skeletons.

  • Self-Calibrating Optical Motion Tracking for Articulated Bodies

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CS448E, Research Topics in Computer Graphics, Spring 2010 Computational Aesthetics and Creativity Support

Course information.

  • Instructors: Vladlen Koltun (Stanford) and David Salesin (Adobe)
  • Time: Mon/Wed, 11:00am-12:15pm
  • Venue: Gates 260 (Mon) and Gates 498 (Wed)

Course Description

This course is devoted to cultivating research skills in computer graphics and related areas. These include choosing a problem, focusing on specific publication-size questions, identifying the right techniques, writing and presenting. The instructors will closely guide the students through two projects, providing constructive feedback on all stages of the process.

We will explore the research process through the theme of computational aesthetics and creativity support. This broad theme provides fertile ground for innovative work. Several class sessions will focus on specific aspects of the research process, such as problem selection and effective writing. We will also analyze a number of recent publications in detail, focusing on the factors that led to success.

  • Course information

Research Projects

The instructors will guide student teams through two small research projects during the quarter. The directions for the projects are briefly summarized below. Within these directions, the teams will propose and develop specific ideas. More details on this process and on the research directions will be given in class.

  • Project 1: Content enhancement. Develop a method for enhancing a particular type of content, either fully automatically or with user interaction. Enhancement can mean manipulating the input to increase its aesthetic appeal, mapping the input to a different medium, or other interpretations.
  • Project 2: Data-driven creativity. Develop a data-driven technique that supports creativity in a particular domain. Data can be used in numerous ways, including to provide relevant examples that stimulate the creative process, or to refine content produced during the process.

Grading will include the components listed below. These will be broken down further in class.

  • Research projects. Short papers, presentations, quality of research.
  • Class participation. Paper discussions, useful feedback on peer projects.

Registration

This course cannot be audited. Registration is required in order to attend. The course can be taken for any number of units in the range 1-4.

412 Computers Topics & Essay Examples

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Looking for interesting topics about computer science? Look no further! Check out this list of trending computer science essay topics for your studies. Whether you’re a high school, college, or postgraduate student, you will find a suitable title for computer essay in this list.

  • Life Without Computers Essay One of the major contributions of the computer technology in the world has been the enhancement of the quality of communication.
  • How Computers Affect Our Lives In the entertainment industry, many of the movies and even songs will not be in use without computers because most of the graphics used and the animations we see are only possible with the help […]
  • Computer Use in Schools: Effects on the Education Field The learning efficiency of the student is significantly increased by the use of computers since the student is able to make use of the learning model most suited to him/her.
  • Advantages and Disadvantages of Computer Graphics Essay One is able to put all of his/her ideas in a model, carry out tests on the model using graphical applications, and then make possible changes.
  • Are We Too Dependent on Computers? The duration taken to restore the machine varies depending on the cause of the breakdown, expertise of the repairing engineer and the resources needed to restore the machine.
  • Are We Too Dependent on Computers? To reinforce this assertion, this paper shall consider the various arguments put forward in support of the view that computers are not overused. This demonstrates that in the education field, computers only serve as a […]
  • Impact of Computers on Business This paper seeks to explore the impact of the computer and technology, as well as the variety of its aspects, on the business world.
  • Apex Computers: Problems of Motivation Among Subordinates In the process of using intangible incentives, it is necessary to use, first of all, recognition of the merits of employees.
  • The Causes and Effect of the Computer Revolution Starting the discussion with the positive effect of the issue, it should be stated that the implementation of the computer technologies in the modern world has lead to the fact that most of the processes […]
  • Impact on Operations Resources of JIT at Dell Computer JIT inventory system stresses on the amount of time required to produce the correct order; at the right place and the right time.
  • Dependency on Computers For example, even the author of this paper is not only using the computer to type the essay but they are also relying on the grammar checker to correct any grammatical errors in the paper. […]
  • How to Build a Computer? Preparation and Materials In order to build a personal computer, it is necessary to choose the performance that you want by considering the aspects such as the desired processor speed, the memory, and storage capacity. […]
  • Impact of Computer Based Communication It started by explaining the impact of the internet in general then the paper will concentrate on the use of Instant Messaging and blogs.
  • Computer Technology: Evolution and Developments The development of computer technology is characterized by the change in the technology used in building the devices. The semiconductors in the computers were improved to increase the scale of operation with the development of […]
  • The Impact of Computer-Based Technologies on Business Communication The Importance of Facebook to Business Communication Facebook is one of the most popular social networking tools among college students and businesspersons. Blogs and Facebook can be used for the benefit of an organization.
  • Print and Broadcast Computer Advertisements The use of pictures and words to bring out the special features in any given computer and types of computers is therefore crucial in this type of advertisement because people have to see to be […]
  • Computer’s Memory Management Memory management is one of the primary responsibilities of the OS, a role that is achieved by the use of the memory management unit.
  • Solutions to Computer Viruses Efforts should also be made to ensure that once a computer system is infected with viruses, the information saved in it is salvaged.
  • Computer Hardware: Past, Present, and Future Overall, one can identify several important trends that profoundly affected the development of hardware, and one of them is the need to improve its design, functionality, and capacity.
  • Introduction to Human-Computer Interaction It is a scope of study that explores how individuals view and ponder about computer related technologies, and also investigates both the human restrictions and the features that advance usability of computer structures.
  • The Use of Computers in the Aviation Industry The complicated nature of the software enables the Autopilot to capture all information related to an aircraft’s current position and uses the information to guide the aircraft’s control system.
  • Computers Have Changed Education for the Better Considering the significant effects that computers have had in the educational field, this paper will set out to illustrate how computer systems have changed education for the better.
  • Computers vs. Humans: What Can They Do? The differences between a human being and a computer can be partly explained by looking at their reaction to an external stimulus. To demonstrate this point, one can refer to chess computers that can assess […]
  • Impact of Computer Technology on Economy and Social Life The rapid development of technologies and computer-human interactions influences not only the individual experience of a person but also the general conditions of social relations.
  • Computers Will Not Replace Teachers On the other hand, real teachers can emotionally connect and relate to their students; in contrast, computers do not possess feeling and lack of empathy.
  • Challenges of Computer Technology Computer Technologies and Geology In fact, computer technologies are closely connected to any sphere of life, and it is not surprisingly that geology has a kind of dependence from the development of computers and innovative […]
  • Human-Computer Interface in Nursing Practice HCI in the healthcare impacts the quality of the care and patients’ safety since it influences communication among care providers and between the latter and their clients.
  • Pointing Devices of Human-Computer Interaction The footpad also has a navigation ball that is rolled to the foot to move the cursor on a computer screen.
  • Doing Business in India: Outsourcing Manufacturing Activities of a New Tablet Computer to India Another aim of the report is to analyse the requirements for the establishment of the company in India, studying the competitors in the industry and their experience.
  • Advantages of Using Computers at Work I have learned what I hoped to learn in that I have become more aware of the advantages of using computers and why I should not take them for granted.
  • Hands-on Training Versus Computer Based Training From the above comparison of hands-on training and computer based training, it can be concluded that a company or an institution should choose its training methodology carefully.
  • Computer-Based Systems Effective Implementation Under this methodology, there is a provision that gives attention to the needs of the people involved in the organization about the demands of the technology.
  • Corporate Governance in Satyam Computer Services LTD The Chief Executive Officer of the company in the UK serves as the chairman of the board, but his/her powers are controlled by the other board members.
  • Key Issues Concerning Computer Security, Ethics, and Privacy The issues facing computer use such as defense, ethics, and privacy continue to rise with the advent of extra ways of information exchange.
  • Ethics in Computer Technology: Cybercrimes The first one is the category of crimes that are executed using a computer as a weapon. The second type of crime is the one that uses a computer as an accessory to the crime.
  • Apple Inc.’s Competitive Advantages in Computer Industry Competitive advantage is significant in any company A prerequisite of success It enhances sustainable profit growth It shows the company’s strengths Apple Inc.explores its core competencies to achieve it Apple Inc.is led by Tim […]
  • Boot Process of a CISCO Router and Computer An understanding of the processes that would help in setting up the configuration of a router and its various elements can lead to relating the booting process of the router to that of any other […]
  • Computer Technology in the Student Registration Process The registration process became more efficient due to the reduction in the number of registration staff because they are only tasked with the transfer of the students’ information to their respective departments.
  • Computer Hardware Components and Functions Hardware is the physical components of a computer, while the software is a collection of programs and related data to perform the computers desired function.
  • Computer System Review and Upgrade The main purpose of this computer program is going to be the more effective identification of the hooligan groups and their organisation with the purpose to reduce the violation actions.
  • Ethical and Illegal Computer Hacking For the ethical hackers, they pursue hacking in order to identify the unexploited areas or determine weaknesses in systems in order to fix them.
  • Computer Laboratory Staff and Their Work This will depend on the discretion of the staff to look into it that the rules that have been set in the system are followed dully. This is the work of the staff in this […]
  • Computer Network Types and Classification For a computer to be functional it must meet three basic requirements, which are it must provide services, communications and most of all a connection whether wireless or physical.the connection is generally the hardware in […]
  • Use of Robots in Computer Science Currently, the most significant development in the field of computer science is the inclusion of robots as teaching tools. The use of robots in teaching computer science has significantly helped to endow students with valuable […]
  • Dell Computer Corporation: Competitive Advantages Rivkin et al.claim that Dell remains a company to beat in the personal computer industry despite the initiatives the rival companies have taken.
  • Computers R Us Company’s Customer Satisfaction The company uses a survey to draw data-driven conclusions about the current customer satisfaction level within the business and the strategies that will most effectively increase their customer satisfaction.
  • How Computer Works? In order for a computer to function, stuff such as data or programs have to be put through the necessary hardware, where they would be processed to produce the required output.
  • Career Options for a Computer Programmer Once the system or software has been installed and is running, the computer programmer’s focus is on offering support in maintaining the system.
  • Keystone Computers & Networks Inc.’s Audit Plan The objectives of the audit are to identify and describe the objectives of the audit engagement and services that will be provided to the client by the audit team and to define the responsibilities of […]
  • Negative Impacts of Computer Technology For instance, they can erase human memory, enhance the ability of human memory, boost the effectiveness of the brain, utilize the human senses in computer systems, and also detect anomalies in the human body. The […]
  • The Influence of Computer on the Living Standards of People All Over the World In the past, people considered computers to be a reserve for scientist, engineers, the army and the government. Media is a field that has demonstrated the quality and value of computers.
  • Computer Fraud and Contracting The law does not provide the consumers with measures to enforcing the online contracts because the argument is that, it is impossible to tell the intention and the consent of the consumer when they signed […]
  • Building a PC, Computer Structure The choices available are Western Digital 320GB and Seagate 320GB and my advice would be to go for Western Digital as it is a good performer all along.
  • Human Mind Simply: A Biological Computer When contemplating the man-like intelligence of machines, the computer immediately comes to mind but how does the amind’ of such a machine compare to the mind of man?
  • Purchasing and Leasing Computer Equipment, Noting the Advantages and Disadvantages of Each In fact, this becomes hectic when the equipment ceases to be used in the organization before the end of the lease period. First, they should consider how fast the equipment needs to be updated and […]
  • Computer-Based Learning and Virtual Classrooms E-learning adds technology to instructions and also utilizes technologies to advance potential new approaches to the teaching and learning process. However, e-learners need to be prepared in the case of a technology failure which is […]
  • The Drawbacks of Computers in Human Lives Since the invention of computers, they have continued to be a blessing in many ways and more specifically changing the lives of many people.
  • Computer Graphics and Its Historical Background One of the examples of analog computer graphics can be seen in the game called Space Warriors, which was developed at the Massachusetts Institute of Technology. Hence, the entertainment industry was one of the main […]
  • Computer Network: Data Flow and Protocol Layering The diagram below shows a simplex communication mode Half-duplex mode is one in which the flow of data is multidirectional; that is, information flow in both directions.
  • Recommendations for Computer to Purchase This made me to look into and compare the different models of computers which can be good for the kind of work we do.
  • The American Military and the Evolution of Computer Technology From the Early 1940s to Early 1960s During the 1940s-1960, the American military was the only wouldriver’ of computer development and innovations.”Though most of the research work took place at universities and in commercial firms, military research organizations such as the Office […]
  • Computer Aided Software Tools (CASE) The use of the repository is common to both the visual analyst and IBM rational software with varying differences evident on the utilization of services.
  • Levels of Computer Science and Programming Languages For the programmer to create low-level programming languages, computer architecture is very necessary for machine coding in the Central Processing Unit of a computer.
  • Computer Viruses: Spreading, Multiplying and Damaging A computer virus is a software program designed to interfere with the normal computer functioning by infecting the computer operating system.
  • Computer Sciences Technology: Smart Clothes In this paper we find that the smart clothes are dated back to the early 20th century and they can be attributed to the works of artists and scientists.
  • Computer Problems: Review I was referred to the these three websites by my peers who told me they had experienced problems with their computers in the past and were of the opinion that these websites could provide me […]
  • Computer Virus User Awareness It is actually similar to a biological virus wherein both the computer and biological virus share the same characteristic of “infecting” their hosts and have the ability to be passed on from one computer to […]
  • Computer-Based Information Systems The present essay will seek to discuss computer-based information systems in the context of Porter’s competitive strategies and offer examples of how computer-based information systems can be used by different companies to gain a strategic […]
  • Computer Technology in the Last 100 Years of Human History These communication tools are based on computer technology, and are the foundation of younger generations’ living. Computer technology is detrimental to the lives of younger generations because it fails.
  • Computers and Information Gathering On the other hand, it would be correct to say that application of computers in gathering information has led to negative impacts in firms.
  • Human Computer Interface: Evolution and Changes The conferences will not require members to be there in person as the events can be transmitted to people in their homes and they can make suggestions too.
  • Computer-Based Testing: Beneficial or Detrimental? Clariana and Wallace found out that scores variations were caused by settings of the system in computer-based and level of strictness of examiners in paper-based. According to Meissner, use of computer based tests enhances security […]
  • Computer-Based Communication Technology in Business Communication: Instant Messages and Wikis To solve the problems within the chosen filed, it is necessary to make people ready to challenges and provide them with the necessary amount of knowledge about IN and wikis’ peculiarities and properly explain the […]
  • Pipeline Hazards in Computer Architecture Therefore, branch instructions are the primary reasons for these types of pipeline hazards to emerge. In conclusion, it is important to be able to distinguish between different pipeline types and their hazards in order to […]
  • Mathematics as a Basis in Computer Science For example, my scores in physics and chemistry were also comparable to those I obtained in mathematics, a further testament to the importance of mathematics in other disciplines.
  • “Failure to Connect – How Computers Affect Our Children’s Minds and What We Can Do About It” by Jane M. Healy Detailed analysis of several chapters of the book will help to understand the impact of computer technologies on children’s health and mental development. To begin with, chapter 4 of the book deals with the impact […]
  • Computer Forensics Tools and Evidence Processing The purpose of this paper is to analyze available forensic tools, identify and explain the challenges of investigations, and explain the legal implication of the First and Fourth Amendments as they relate to evidence processing […]
  • The Popularity of Esports Among Computer Gamers E-sports or cybersports are the new terms that can sound odd to the men in the street but are well-known in the environment of video gamers.
  • Strategic Marketing: Dell and ASUSTeK Computer Inc. Another factor contributing to the success of iPad is the use of stylish, supreme marketing and excellent branding of the products.
  • Online Video and Computer Games Video and computer games emerged around the same time as role playing games during the 1970s, and there has always been a certain overlap between video and computer games and larger fantasy and sci-fi communities.
  • How to Teach Elderly Relatives to Use the Computer The necessary safety information: Do not operate the computer if there is external damage to the case or the insulation of the power cables.
  • Current Trends and Projects in Computer Networks and Security That means the management of a given organization can send a request to communicate to the network the intended outcome instead of coding and executing the single tasks manually.
  • Computers: The History of Invention and Development It is treated as a reliable machine able to process and store a large amount of data and help out in any situation.”The storage, retrieval, and use of information are more important than ever” since […]
  • The Increasing Human Dependence on Computers Large amounts of information can be stored in the computer that is instantly available with the click of the mouse, which enables the ordering and tracking of resources in a very convenient and fast manner.
  • How Computers Negatively Affect Student Growth Accessibility and suitability: most of the school and student do not have computers that imply that they cannot use computer programs for learning, lack of availability of internet facilities’ availability also makes the students lack […]
  • Bill Gates’ Contributions to Computer Technology Upon examination of articles written about Gates and quotations from Gates recounting his early childhood, several events stand out in significance as key to depicting the future potential of Gates to transform the world with […]
  • Internship in the Computer Service Department In fact, I know that I am on track because I have been assessed by the leaders in the facility with the aim of establishing whether I have gained the required skills and knowledge.
  • Human Computer Interaction in Web Based Systems The personalization of web services has been seen to improve the interaction that the user will have with the information presented by the machine.
  • Computer-Based Technologies That Assist People With Disabilities The visually impaired To assist the visually impaired to use computers, there are Braille computer keyboards and Braille display to enable them to enter information and read it. Most of these devices are very expensive […]
  • How Computers Work: Components and Power The CPU of the computer determines the ultimate performance of a computer because it is the core-processing unit of a computer as shown in figure 2 in the appendix.
  • Computer R Us Company: Initiatives for Improving Customer Satisfaction The result of the second question shows that the overall satisfaction of female customers is higher than that of male customers. Therefore, there is a need to improve the level of satisfaction of the male […]
  • Dell Computer Company and Michael Dell These numbers prove successful reputation of the company and make the organization improve their work in order to attract the attention of more people and help them make the right choice during the selection of […]
  • Ethics and Computer Security The introduction of computers and the internet in the 1970s marked the end and the beginning of a new era where human labour was no longer required in the production of goods and services.
  • Computer Based Training Verses Instructor Lead Training This paper will discuss the similarities between CBT and ILT; the differences between CBT and ILT; and the advantages and disadvantages of CBT and ILT.
  • Effects of Computer Programming and Technology on Human Behavior Phones transitioned from the basic feature phones people used to own for the sole purpose of calling and texting, to smart phones that have amazing capabilities and have adapted the concepts of computers.
  • Preparation of Correspondences by Typewriters and Computers On the other hand, the computer relies on software program to generate the words encoded by the computer user. The typewriter user has to press the keys of the typewriter with more force compared to […]
  • Introduction to Computer Graphics: Lesson Plans Students should form their own idea of computer graphics, learn to identify their types and features, and consider areas of application of the new direction in the visual arts.
  • How to Build a Gaming Computer The first step to creating a custom build for a PC is making a list of all the necessary components. This explanation of how to build a custom gaming computer demonstrates that the process is […]
  • PayPal and Human-Computer Interaction One of the strong points of the PayPal brand is its capacity to use visual design in the process of creating new users. The ability of the Paypal website to transform answers to the need […]
  • Computer Technology Use in Psychologic Assessment The use of software systems in the evaluation may lead a practitioner to misjudge and exceed their own competency if it gives the school psychologists a greater sense of safety.
  • Personal Computer: The Tool for Technical Report In addition to this, computers, via the use of reification, make it feasible to reconfigure a process representation so that first-time users can examine and comprehend many facets of the procedures.
  • Altera Quartus Computer Aided Design Tool So, the key to successful binary additions is a full adder. The complete adder circuit takes in three numbers, A, B, and C, adds them together, and outputs the sum and carry.
  • Computer-Aided Design in Knitted Apparel and Technical Textiles In doing so, the report provides an evaluation of the external context of CAD, a summary of the technology, and the various potential applications and recommendations of CAD.
  • The Twelve-Cell Computer Battery Product: Weighted Average and Contracts Types There is a need to fully understand each of the choices, the cost, benefits, and risks involved for the individual or company to make the right decision.
  • Computer Usage Evolution Through Years In the history of mankind, the computer has become one of the most important inventions. The diagnostics and treatment methods will be much easier with the help of computer intervention.
  • How to Change a Computer Hard Drive Disk These instructions will allow the readers to change the HDD from a faulty computer step by step and switch on the computer to test the new HDD.
  • Researching of Computer-Aided Design: Theory To draw a first-angle projection, one can imagine that the object is placed between the person drawing and the projection. To distinguish the first angle projection, technical drawings are marked with a specific symbol.
  • Systems Development Life Cycle and Implementation of Computer Assisted Coding The potential risks the software must deal with are identified at this phase in addition to other system and hardware specifications.
  • Why Is Speed More Important in Computer Storage Systems? While there are indications of how speed may be more significant than storage in the context of a computer system, both storage and speed are important to efficiency.
  • Researching of Computer Simulation Theory Until then, people can only continue to study and try to come to unambiguous arguments regarding the possibility of human life in a computer simulation.
  • Choosing a Computer for a Home Recording Studio The motherboard is responsible for the speed and stability of the system and should also have a large number of ports in case of many purposes of the computer in the studio.
  • Computer Programming and Code The Maze game was the one I probably enjoyed the most since it was both engaging and not challenging, and I quickly understood what I needed to do.
  • Computer-Aided-Design, Virtual and Augmented Realities in Business The usual applications of these technologies are in the field of data management, product visualization, and training; however, there is infinite potential in their development and integration with one another and this is why they […]
  • Getting to Know Laptop Computers This report aims to discuss the composition of a laptop computer and the purpose of each element. To summarize, a laptop possesses the same functions as a desktop computer but is smaller in size.
  • Computer-Mediated Communication Competence in Learning The study showed that knowledge of the CMC medium was the strongest influence on participation with a =.41. In addition to that, teachers can use the results of this study to improve students’ experience with […]
  • The Evolution of Computers and Digitalization The evolution of computers was a long process, which started with the emergence of calculating machines. The repeated operations, which were the basis of their functioning, determined further progress.
  • Anticipated Growth in Computer and Monitor Equipment Sales This presentations explores the computer equipment market to identify opportunities and device ways of using the opportunities to the advantage of EMI.
  • History of Computers: From Abacus to Modern PC Calculators were among the early machines and an example of this is the Harvard Mark 1 Early man was in need of a way to count and do calculations.
  • Acme Corp.: Designing a Better Computer Mouse The approach that the company is taking toward the early stages of the development process is to only include design engineers and brainstorm ideas.
  • Computer Forensic Incident All evidence should be collected in the presence of experts in order to avoid losing data as well as violating privacy rights.N.
  • Computer Science Courses Project Management Second, the selected independent reviewers analyze the proposal according to the set criteria and submit the information to the NSF. The project is crucial for the school and the community, as students currently do not […]
  • The Computer Science Club Project’s Budget Planning The budget for the program is provided in Table 1 below. Budget The narrative for the budget is provided below: The coordinator will spend 100% of his time controlling the quality of the provided services […]
  • How Computer Based Training Can Help Teachers Learn New Teaching and Training Methods The content will be piloted in one of the high schools, in order to use the teachers as trainers for a reaching more schools with the same methodology.
  • Approaches in Computer-Aided Design Process Challenges: The intricacy of the structure that resulted in the need to understand this process was the reason for this study.
  • Acquiring Knowledge About Computers One of the key features of A.I.U.’s learning platform is the use of the Gradebook. The best feature of the instant messaging tool is the fact that it is easy to install with no additional […]
  • Future of Forensic Accounting With Regards to Computer Use and CFRA There are different types of accounting; they include management accounting, product control, social accounting, non assurance services, resource consumption accounting, governmental accounting, project accounting, triple accounting, fund accounting and forensic accounting among others.
  • Computer Museum: Personal Experience While in the Revolution, I got a chance to see a working replica of the Atanasoff-Berry Computer, which was the first real model of a working computer.
  • Computer-Based Search Strategy Using Evidence-Based Research Methodology In this case, the question guiding my research is “Can additional choices of food and places to eat improve appetite and maintain weight in residents with dementia?” The population in this context will be the […]
  • Recovering from Computer System Crashes In the event of a crash, the first step is to identify the type of crash and then determine the best way to recover from the crash.
  • Effective Way to Handle a Computer Seizure Thus, it is important to device a method of investigation that may enhance the preservation and maintenance of the integrity of the evidence.
  • VisualDX: Human-Computer Interaction VisualDX is structured such that the user is guided through the steps of using the software system without having to be a software specialist.
  • Computer-Aided Software Engineering Tools Usage The inclusion of these tools will ensure that the time cycle is reduced and, at the same time, enhances the quality of the system.
  • Training Nurses to Work With Computer Technologies and Information Systems The educational need at this stage will be to enhance the ability of the learners to work with computer technologies and information system.
  • Computer Crime in the United Arab Emirates Computer crime is a new type of offense that is committed with the help of the computer and a network. This article aims at evaluating some of the laws established in the United Arab Emirates, […]
  • Computer Science: “DICOM & HL7” In the transport of information, DICOM recognizes the receiver’s needs such as understanding the type of information required. This creates some form of interaction between the sender and the receiver of the information from one […]
  • Computer Components in the Future It must be noted though that liquid cooling systems utilize more electricity compared to traditional fan cooling systems due to the use of both a pump and a radiator in order to dissipate the heat […]
  • Majoring in Computer Science: Key Aspects Computer Science, abbreviated as CS, is the study of the fundamentals of information and computation procedures and of the hands-on methods for the execution and application in computer systems.
  • How to Build a Desktop Personal Computer The processor will determine the speed of the system but the choice between the two major types-Intel and AMD- remains a matter of taste.
  • Networking Concepts for Computer Science Students The firewall, on the other hand, is a hardware or software that secures a network against external threats. Based on these a single subnet mask is sufficient for the whole network.
  • Trusted Computer System Evaluation Criteria The paper provides an overview of the concepts of security assurance and trusted systems, an evaluation of the ways of providing security assurance throughout the life cycle, an overview of the validation and verification, and […]
  • Advanced Data & Computer Architecture Solid knowledge and understanding of the information architecture, access, storage mechanisms and technologies, internet mechanisms, and systems administration contribute to the complete knowledge of the whole system architecture.
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  • Assessing and Mitigating the Risks to a Hypothetical Computer System The security of information is very important for the success of any organization and therefore should be given the first priority in the organization’s strategic plans.
  • Computer Technology: Databases Databases are components of Information Systems that are used when the Information Systems have large amounts of a, especially when the interfaces in the Information System are interactive, and when users can access the system […]
  • The Reduction in Computer Performance The Check Disk utility available in Windows XP enables one to monitor the health of the hard disk. This utility will analyze the disk and display actions that can be undertaken to recover disk space.
  • Advancements in Computer Science and Their Effects on Wireless Networks The most significant technological advancement witnessed in the 20th century was the expansion of World Wide Web in the 1990s. The wireless developments in the society have in addition greatly improved from the advent of […]
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  • Global Climate and Computer Science In an attempt to discover the role technology can play in the research of climate change, several approaches have been recommended by the UN’s Intergovernmental Panel on Climate Change.
  • Threats to Computer Users This calls for increased vigilance and awareness by these users, to protect the confidentiality and their data and personal information. In most cases, the links lead to duplicates of authentic sites and require the unsuspecting […]
  • Computer Network Security Legal Framework With the introduction of cloud computing, the need of data protection has been rising significantly within computer networks to facilitate the protection of Intellectual Property among the users.
  • Computer Forensics and Audio Data Retrieval Advanced technology in the modern society has contributed to the increase in computer and computer supported criminal activities due to the soaring increases in the number of internet users across the world and computerization of […]
  • Computer Sciences Technology: E-Commerce E-commerce is synonymous with e-business and entails the buying and selling of goods and services on the internet especially the World Wide Web.
  • Computer Forensics: Data Acquisition Data acquisition is a branch of computer forensics concerned with the retrieval of data originally located on a suspect medium such as a hard drive.
  • Computer Forensic Timeline Visualization Tool The necessity to save time in computer forensic investigations is the basis of the tool that Olssen and Boldt came up with.
  • Personal Computer Evolution Overview It is important to note that the first evolution of a personal computer occurred in the first century. This is because of the slowness of the mainframe computers to process information and deliver the output.
  • The Qatar Independence Schools’ Computer Network Security Control The result of the interviews mainly outlined several common themes and patterns in terms of the design of the proposed security system.
  • Human-Computer Interaction and Communication As the person is interacting with the gadgets or the computers, he should be favored by the design in that the system should be in such a way that it supports human usability.
  • Dependability of Computer Systems In the dependability on computer systems, reliability architects rely a great deal on statistics, probability and the theory of reliability. The purpose of reliability in computer dependability is to come up with a reliability requirement […]
  • Computer Sciences Technology: Influencing Policy Letter It is clear that the Electronic Communication Act is outdated and should be revised to account for the recent developments in technology.
  • Computer Control System in a Laboratory Setting In this case the iControl system is designed to control and monitor temperature variables of a hazardous liquid within a laboratory environment as well as other parameters such as smoke and light.
  • Property and Computer Crimes
  • Current Laws and Acts That Pertain to Computer Security
  • Computer Network: Electronic Mail Server
  • Evolution of Computers in Commercial Industries and Healthcare
  • Honeypots and Honeynets in Network Security
  • Viruses and Worms in Computers
  • The Life, Achievement, and Legacy to Computer Systems of Bill Gates
  • Life, Achievement, and Legacy to Computer Systems of Alan Turing
  • Computer Sciences Technology and HTTPS Hacking Protection
  • Protecting Computers From Security Threats
  • Computer Sciences Technology: Admonition in IT Security
  • Overview of Computer Languages – Python
  • Computers and Transformation From 1980 to 2020
  • Research Tools Used by Computer Forensic Teams
  • Maintenance and Establishment of Computer Security
  • Computer Tech Company’s Medical Leave Problem
  • Sales Plan for Computer Equipment
  • Smartwatches: Computer on the Wrist
  • Purpose of the Computer Information Science Course
  • How to Sell Computers: PC Type and End User Correlation
  • Technological Facilities: Computers in Education
  • Computers’ Critical Role in Modern Life
  • The Five Developments of the Computers
  • History of the Personal Computer: From 1804 to Nowadays
  • Malware: Code Red Computer Worm
  • Sidetrack Computer Tech Business Description
  • Strayer University’s Computer Labs Policy
  • Computers Brief History: From Pre-Computer Hardware to Modern Computers
  • Computer Assisted Language Learning in English
  • Shaping and Profiting From the Computer Revolution: Bill Gates
  • TUI University: Computer Capacity Evaluation
  • The Effectiveness of the Computer
  • Quasar Computers Company’s Economic Strategies
  • Computer Security System: Identity Theft
  • Analogical Reasoning in Computer Ethics
  • Computer Security: Intrusion Detection System Policy
  • Dell Computer Corporation: Management Control System
  • Computer Mediated Communication Enhance or Inhibit
  • Technical Communication: Principles of Computer Security
  • How Computers Have Changed the Way People Communicate
  • Principles of Computer Security
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  • Marketing: Graphic and Voice Capabilities of a Computer Software Technology
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  • Computers in Education: More a Boon Than a Bane
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  • Computer Crime Investigation Processes and Analyses
  • Dam Computers Company’s Strategic Business Planning
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  • Computers in Security, Education, Business Fields
  • Graph Theory Application in Computer Science
  • Epistemic Superiority Over Computer Simulations
  • Computer Crimes and Internet Security
  • The History of Computer Storage
  • Personal Computers and Protection of Privacy
  • Fertil Company’s Computer and Information Security
  • Computer-Assisted Language Learning: Barriers
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  • Computer Assisted Language Learning in L2 Education
  • Computer-Assisted English Language Learning
  • Computer Gaming Influence on the Academic Performance
  • Computer Evolution, Its Future and Societal Impact
  • Computer Based Learning in Elementary Schools
  • Human Computer Interaction: Types of Special Needs
  • PowerPoint Computer Program: Principles and Processes
  • Computer and Digital Forensics and Cybercrimes
  • Online and Computer-Based Technology Issues
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  • VSphere Computer Networking: Planning and Configuring
  • Cybercrime, Digital Evidence, Computer Forensics
  • Human Overdependence on Computers
  • Medical Uses of Computer-Mediated Communication
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  • Human-Computer Interaction in Health Care Settings
  • Personal Computers in the U.S. Market
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  • Computer Mediated Interpersonal and Intercultural Communication
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  • Computer-Mediated Communication Aspects and Influences
  • Computer Security and Computer Criminals
  • Dell Computers Company Planning and Organization
  • Humanities and Computer Science Collaboration
  • Globalization Influence on the Computer Technologies
  • Euro Computer Systems and Order Fulfillment Center Conflict
  • Computer Science Program in Colleges and Universities
  • Computer Science: Threats to Internet Privacy
  • EFL and ESL Learners: Computer-Aided Cooperative Learning
  • Design and Installation of a Computer Network
  • Computer Science Corporation Service Design
  • Melissa Virus and Its Effects on Computers
  • Computer Security – Information Assurance
  • Computer Mediated Learning
  • Environmental Friendly Strategy for Quality Computers Limited
  • Human-Computer Interaction: Tangible Video Bubbles
  • “Interaction” in Human Computer Interaction: iPad’s Design Framework
  • Corporate Governance: Satyam Computer Service Limited
  • Quasar Company’s Optical Computers
  • Implementing Computer Assisted Language Learning (CALL) in EFL Classrooms
  • Computer Adaptive Testing and Using Computer Technology
  • Computer Games: Morality in the Virtual World
  • How Computer Based Training Can Help Teachers Learn New Teaching and Training Methods
  • Human Computer Interaction – Heptic Technology in PlayMotion
  • Apple Computer, Inc.: Maintaining the Music Business
  • Computer Forensics and Digital Evidence
  • The Usefulness of Computer Networks for Students
  • Computer and Digital Music Players Industry: Apple Inc. Analysis
  • Computer Manufacturer: Apple Computer Inc.
  • Theft of Information and Unauthorized Computer Access
  • Supply Chain Management at Dell Computers
  • Turing Test From Computer Science
  • The Computer-Mediated Learning Module
  • Computer Security and Its Main Goals
  • Apple Computer Inc. – History and Goals of This Multinational Corporation
  • Computer Technology in Education
  • Telecommunication and Computer Networking in Healthcare
  • The Convergence of the Computer Graphics and the Moving Image
  • Information Security Fundamentals: Computer Forensics
  • Computer Forensics Related Ethics
  • Microsoft Operating System for Personal Computers a Monopoly in the Markets
  • People Are Too Dependent on Computers
  • Computer-Mediated Communication: Study Evaluation
  • Computer Assisted Language Learning in the Middle East
  • Apple Computer, Inc. Organizational Culture and Ethics
  • Computer-Based Information Systems and E-Business Strategy
  • Analyses and Model Forms: Computer Sciences Corporation Case Study
  • Computer Sciences Corporation: Michael Horton
  • Review: “Computers Learn to Listen, and Some Talk Back” by Lohr and Markoff
  • The Role of Computer Forensics in Criminology
  • Paralinguistic Cues in Computer-Mediated Communications in Personality Traits
  • Computer-Mediated Communication
  • Comparison of Three Tablet Computers: Ipad2, Motorola Xoom and Samsung Galaxy
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  • Apple Computer Inc. Marketing
  • The Future of Human Computer Interface and Interactions
  • Third Age Living and Computer Technologies in Old Age Learning
  • Human-Computer Interaction in Health Care
  • Computer Technology and Networked Organizations
  • Computer System Electronic Components
  • Security of Your Computer and Ways of Protecting
  • Computer Safety: Types and Technologies
  • Reflections and Evaluations on Key Issues Concerning Computer
  • ClubIT Computer Company: Information and Technology Solutions
  • The Impact of Computers
  • HP Computer Marketing Concept
  • Tablet PCs Popularity and Application
  • The Alliance for Childhood and Computers in Education
  • Computer Addiction in Modern Society
  • The Evolution of the Personal Computer and the Internet
  • Advancement of the Computer: Microchips and Semiconductors
  • Computers in the Classroom: Pros and Cons
  • Computer Cookies: What Are They and How Do They Work
  • Modeling, Prototyping and CASE Tools: The Inventions to Support the Computer Engineering
  • Ergotron Inc Computer Workstation Environment
  • Experts Respond to Questions Better Than Computers
  • Through a Computer Display and What People See There: Communication Technologies and the Quality of Social Interactions
  • Social Implications of Computer Technology: Cybercrimes
  • Leasing Computers at Persistent Learning
  • Tablet Computer Technology
  • Ethics in Computer Hacking
  • Computer Forensics and Investigations
  • Preparing a Computer Forensics Investigation Plan
  • Basic Operations of Computer Forensic Laboratories
  • Information Technology: Computer Software
  • Project Management and Computer Charting
  • HP: Arguably the Best Computer Brand Today
  • Computer Networks and Security
  • The Computer Microchip Industry
  • Computer Technician and Labor Market
  • Network Security and Its Importance in Computer Networks
  • Company Analysis: Apple Computer
  • Responsibilities of Computer Professionals to Understanding and Protecting the Privacy Rights
  • Computers & Preschool Children: Why They Are Required in Early Childhood Centers
  • Computer and Telecommunication Technologies in the Worlds’ Economy
  • Computer Survey Analysis: Preferences of the People
  • Computer Security: Safeguard Private and Confidential Information
  • Writing Argumentative Essay With Computer Aided Formulation
  • Computer Communication Network in Medical Schools
  • Computer Systems in Hospital
  • Introduction to Computers Malicious Software (Trojan Horses)
  • Computer Security Breaches and Hacking
  • Purchasing or Leasing Computer Equipment: Advantages and Disadvantages
  • State Laws Regarding Computer Use and Abuse
  • Apple Computer: The Twenty-First Century Innovator
  • Computer Crimes Defense and Prevention
  • Concept and Types of the Computer Networks
  • How Have Computers Changed the Wage Structure?
  • Do Computers and the Internet Help Students Learn?
  • How Are Computers Used in Pavement Management?
  • Are Americans Becoming Too Dependent on Computers?
  • How Are Data Being Represented in Computers?
  • Can Computers Replace Teachers?
  • How Did Computers Affect the Privacy of Citizens?
  • Are Computers Changing the Way Humans Think?
  • How Are Computers and Technology Manifested in Every Aspect of an American’s Life?
  • Can Computers Think?
  • What Benefits Are Likely to Result From an Increasing Use of Computers?
  • How Are Computers Essential in Criminal Justice Field?
  • Are Computers Compromising Education?
  • How Are Computers Used in the Military?
  • Did Computers Really Change the World?
  • How Have Computers Affected International Business?
  • Should Computers Replace Textbooks?
  • How Have Computers Made the World a Global Village?
  • What Are the Advantages and Disadvantages for Society of the Reliance on Communicating via Computers?
  • Will Computers Control Humans in the Future?
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PhD Research Topics in Computer Graphics

PhD Research Topics in Computer Graphics will give a new look to your research dream. When you have a positive vision with our backing, it will shine for sure. At length, we provide our most adequate aid and boost your PhD work.

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the fresh function of Topological Modeling intended for Vector Graphics system

an effectual function of Texture Classification based on Very High Resolution UAS Imagery By a Graphics Processing Unit

a novel performance for Visibility Rendering  of Energy Efficiency based on Mobile GPUs through Frame Coherence system

The fresh mechanism intended for Optical Touch Sensing based on Non-Parametric Rear-Projection Surfaces scheme

An innovative performance for Efficient FPGA-based on Axis-Aligned Box Tool used for Embedded Computer Graphics scheme

The fresh function of Expanding Video Memory through Texture Migration meant for Out-of-core Shading system

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A modern process of Development in Audio-Tactile Graphic System For Facilitating Access to Visual Information on Blind People

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Modern mechanism for Improved peer review support system using WebGL for practical work with CG content

Fresh function of Design and Investigation of Low-Voltage Distribution Network Software under Computer Drawing Platform

An innovative method for Context-Aware Asset Search aimed at Graphic Design

The firsthand mechanism for Hardware-Assisted Cross-Generation Prediction of GPUs Under Design

An imaginative function of Cross-Platform Ubiquitous Volume Rendering Using Programmable Shaders in VTK for Scientific and Medical Visualization system

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A creative mechanism for Robust 2D Engineering CAD Graphics Hashing for Joint Topology and Geometry Authentication via Covariance-Based Descriptors

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Fall 2024 CSCI Special Topics Courses

Cloud computing.

Meeting Time: 09:45 AM‑11:00 AM TTh  Instructor: Ali Anwar Course Description: Cloud computing serves many large-scale applications ranging from search engines like Google to social networking websites like Facebook to online stores like Amazon. More recently, cloud computing has emerged as an essential technology to enable emerging fields such as Artificial Intelligence (AI), the Internet of Things (IoT), and Machine Learning. The exponential growth of data availability and demands for security and speed has made the cloud computing paradigm necessary for reliable, financially economical, and scalable computation. The dynamicity and flexibility of Cloud computing have opened up many new forms of deploying applications on infrastructure that cloud service providers offer, such as renting of computation resources and serverless computing.    This course will cover the fundamentals of cloud services management and cloud software development, including but not limited to design patterns, application programming interfaces, and underlying middleware technologies. More specifically, we will cover the topics of cloud computing service models, data centers resource management, task scheduling, resource virtualization, SLAs, cloud security, software defined networks and storage, cloud storage, and programming models. We will also discuss data center design and management strategies, which enable the economic and technological benefits of cloud computing. Lastly, we will study cloud storage concepts like data distribution, durability, consistency, and redundancy. Registration Prerequisites: CS upper div, CompE upper div., EE upper div., EE grad, ITI upper div., Univ. honors student, or dept. permission; no cr for grads in CSci. Complete the following Google form to request a permission number from the instructor ( https://forms.gle/6BvbUwEkBK41tPJ17 ).

CSCI 5980/8980 

Machine learning for healthcare: concepts and applications.

Meeting Time: 11:15 AM‑12:30 PM TTh  Instructor: Yogatheesan Varatharajah Course Description: Machine Learning is transforming healthcare. This course will introduce students to a range of healthcare problems that can be tackled using machine learning, different health data modalities, relevant machine learning paradigms, and the unique challenges presented by healthcare applications. Applications we will cover include risk stratification, disease progression modeling, precision medicine, diagnosis, prognosis, subtype discovery, and improving clinical workflows. We will also cover research topics such as explainability, causality, trust, robustness, and fairness.

Registration Prerequisites: CSCI 5521 or equivalent. Complete the following Google form to request a permission number from the instructor ( https://forms.gle/z8X9pVZfCWMpQQ6o6  ).

Visualization with AI

Meeting Time: 04:00 PM‑05:15 PM TTh  Instructor: Qianwen Wang Course Description: This course aims to investigate how visualization techniques and AI technologies work together to enhance understanding, insights, or outcomes.

This is a seminar style course consisting of lectures, paper presentation, and interactive discussion of the selected papers. Students will also work on a group project where they propose a research idea, survey related studies, and present initial results.

This course will cover the application of visualization to better understand AI models and data, and the use of AI to improve visualization processes. Readings for the course cover papers from the top venues of AI, Visualization, and HCI, topics including AI explainability, reliability, and Human-AI collaboration.    This course is designed for PhD students, Masters students, and advanced undergraduates who want to dig into research.

Registration Prerequisites: Complete the following Google form to request a permission number from the instructor ( https://forms.gle/YTF5EZFUbQRJhHBYA  ). Although the class is primarily intended for PhD students, motivated juniors/seniors and MS students who are interested in this topic are welcome to apply, ensuring they detail their qualifications for the course.

Visualizations for Intelligent AR Systems

Meeting Time: 04:00 PM‑05:15 PM MW  Instructor: Zhu-Tian Chen Course Description: This course aims to explore the role of Data Visualization as a pivotal interface for enhancing human-data and human-AI interactions within Augmented Reality (AR) systems, thereby transforming a broad spectrum of activities in both professional and daily contexts. Structured as a seminar, the course consists of two main components: the theoretical and conceptual foundations delivered through lectures, paper readings, and discussions; and the hands-on experience gained through small assignments and group projects. This class is designed to be highly interactive, and AR devices will be provided to facilitate hands-on learning.    Participants will have the opportunity to experience AR systems, develop cutting-edge AR interfaces, explore AI integration, and apply human-centric design principles. The course is designed to advance students' technical skills in AR and AI, as well as their understanding of how these technologies can be leveraged to enrich human experiences across various domains. Students will be encouraged to create innovative projects with the potential for submission to research conferences.

Registration Prerequisites: Complete the following Google form to request a permission number from the instructor ( https://forms.gle/Y81FGaJivoqMQYtq5 ). Students are expected to have a solid foundation in either data visualization, computer graphics, computer vision, or HCI. Having expertise in all would be perfect! However, a robust interest and eagerness to delve into these subjects can be equally valuable, even though it means you need to learn some basic concepts independently.

Sustainable Computing: A Systems View

Meeting Time: 09:45 AM‑11:00 AM  Instructor: Abhishek Chandra Course Description: In recent years, there has been a dramatic increase in the pervasiveness, scale, and distribution of computing infrastructure: ranging from cloud, HPC systems, and data centers to edge computing and pervasive computing in the form of micro-data centers, mobile phones, sensors, and IoT devices embedded in the environment around us. The growing amount of computing, storage, and networking demand leads to increased energy usage, carbon emissions, and natural resource consumption. To reduce their environmental impact, there is a growing need to make computing systems sustainable. In this course, we will examine sustainable computing from a systems perspective. We will examine a number of questions:   • How can we design and build sustainable computing systems?   • How can we manage resources efficiently?   • What system software and algorithms can reduce computational needs?    Topics of interest would include:   • Sustainable system design and architectures   • Sustainability-aware systems software and management   • Sustainability in large-scale distributed computing (clouds, data centers, HPC)   • Sustainability in dispersed computing (edge, mobile computing, sensors/IoT)

Registration Prerequisites: This course is targeted towards students with a strong interest in computer systems (Operating Systems, Distributed Systems, Networking, Databases, etc.). Background in Operating Systems (Equivalent of CSCI 5103) and basic understanding of Computer Networking (Equivalent of CSCI 4211) is required.

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IMAGES

  1. Computer Graphics Research Papers

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  2. Information technology research paper Essay Example

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  3. Top 100 Research Paper Topics

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  4. 🌈 Easy paper topics. 162 Intriguing Science Research Paper Topics for

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  5. Computer Graphics Research Papers

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  6. Phd Computer Science Research Proposal : Procedures for Student

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VIDEO

  1. Introduction to Computer Graphics (Lecture 17): Rasterization

  2. Online Workshop on Research Paper Writing & Publishing Day 2

  3. CS 401 COMPUTER GRAPHICS/Module 1/Applications of CG

  4. Computer Graphics BCA Previous Question Paper BG 6th Semester BCA Kashmir University Dec 2022 #BCA

  5. Computer Graphics

  6. Scaling of the object, relative to a fixed point in Computer Graphics

COMMENTS

  1. 127147 PDFs

    CG is my focus, I am interesting in it. | Explore the latest full-text research PDFs, articles, conference papers, preprints and more on COMPUTER GRAPHICS. Find methods information, sources ...

  2. computer graphics Latest Research Papers

    Find the latest published documents for computer graphics, Related hot topics, top authors, the most cited documents, and related journals ... computer graphics, and more. This paper addresses the analytical limitations and ethical implications of methodologies that use broad categorizations of representations and argues the benefits of dynamic ...

  3. Frontiers in Computer Science

    Advances the computer graphics field, including new methods and research techniques and developing new insight from professionals in industry. ... Research Topics See all (3) Learn more about Research Topics. Footer. Guidelines. Author guidelines; Editor guidelines; Policies and publication ethics; Fee policy ...

  4. (PDF) Advancements and Applications of Computer Graphics: A

    The study thoroughly examines the historical development of graphical user interfaces, computer art techniques, presentation graphics, computer-aided design (CAD), educational applications ...

  5. Computer Graphics & Visual Computing (CGVC 2020)

    Special Issue Information. Dear Colleagues, Computer Graphics & Visual Computing (CGVC) 2020, hosted by Bangor University in the UK, 10-11 September 2020, is the 38th annual gathering on computer graphics, visualisation, and visual computing, organised by the Eurographics UK Chapter. For more information about the conference, please use this ...

  6. Graphics and Visual Computing

    More opportunities to publish your research: ... Computer Graphics and related subjects Education in the time of Covid. Edited by Beatriz Santos, Eike Anderson, Gitta Domik. 3 December 2021. Conference of CAD & Graphics 2021 ... Resources for authors Track your accepted paper Journal Finder Researcher Academy Rights and permissions Journal ...

  7. Computers & Graphics

    Computers & Graphics is dedicated to disseminate information on research and applications of computer graphics (CG) techniques. The journal encourages articles on: 1. Research and applications of interactive computer graphics. We are particularly interested in novel interaction techniques and applications of CG to problem domains. 2.

  8. Publications

    Sparse Reconstruction of Visual Appearance for Computer Graphics and Vision. Ravi Ramamoorthi Wavelets and Sparsity 2011. A broad range of problems in computer graphics rendering, appearance acquisition for graphics and vision, and imaging, involve sampling, reconstruction, and integration ...

  9. Analysis of Computer Vision for Graphics and Animation

    The field of computer vision is rapidly evolving. Pictures and videos can be obtained and processed to model, duplicate, and occasionally introduce additional visuals to complete valuable tasks. This Paper outlines a method for gathering, refining, and comprehending video and images. In the future, computer vision will be used in a wide range of products and services, including cameras, movies ...

  10. Special Issue : Recent Challenges in Computer Graphics

    Feature papers represent the most advanced research with significant potential for high impact in the field. ... The goal of this Special Issue is to present the latest advances and challenges in research and practice related to computer graphics. We invite original and high-quality contributions that address new problems, propose innovative ...

  11. Bibliometric Analysis of Visualizations in Computer Graphics: A Study

    From the perspective of research topics, ... was a paper on the molecular graphics program VMD, designed for the display and analysis of molecular assemblies, in particular biopolymers such as proteins and nucleic acids. The second most cited paper ... Clusters related to computer graphics (green), computer science, visualization, and software ...

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    All Research Labs. 3D Deep Learning. Applied Research. Autonomous Vehicles. Deep Imagination. ... Computer Graphics Forum (Proceedings of High Performance Graphics) NeRF-Tex: Neural Reflectance Field Textures ... Wolfgang Straßer Award for 3rd best paper, High Performance Graphics 2020. Understanding SSIM. Jim Nilsson, Tomas Akenine-Möller.

  13. Research Topics of the Computer Vision & Graphics Group

    Our research combines computer vision, computer graphics, and machine learning to understand images and video data. In our research, we focus on the combination of deep learning with strong models or physical constraints in order to combine the advantages of model-based and data-driven methods. Read more about current research projects in this ...

  14. Research

    The Computer Graphics Group houses many ongoing research projects. Here's a peek into what is happening at the CGG Lab: Login using Touchstone.

  15. CS7620

    CS7620 Special Topics in Computer Graphics. Instructor: Steve Marschner Meets: Fridays 3:45-4:35, Gates G13 ()Discussion: Ed Discussion forum. This discussion seminar will explore the state of the art in computer graphics, focusing on topics relevant to our local research, mainly through reading papers in the graphics research literature.

  16. Adobe Research » Research trends: The future of computer graphics—and

    Research trends: The future of computer graphics—and the tools we'll use to create them. ... As a computer graphics research scientist, it used to be that you just needed one nice computer and a compiler, and you could do your work. ... Related Posts. Research trends: The way we watch videos is changing, and so are the tools we use to ...

  17. Research

    Research Areas. Research of the computer graphics group at RWTH Aachen focuses on geometry acquisition and processing, on interactive visualization, and on related areas such as computer vision, photo-realistic image synthesis, and ultra high speed multimedia data transmission. In our projects we are cooperating with various industry companies ...

  18. CS448E: Research Topics in Computer Graphics, Spring 2010

    This course is devoted to cultivating research skills in computer graphics and related areas. These include choosing a problem, focusing on specific publication-size questions, identifying the right techniques, writing and presenting. The instructors will closely guide the students through two projects, providing constructive feedback on all ...

  19. 412 Computer Topics for Essays & Research Topics about ...

    This paper seeks to explore the impact of the computer and technology, as well as the variety of its aspects, on the business world. Apex Computers: Problems of Motivation Among Subordinates. In the process of using intangible incentives, it is necessary to use, first of all, recognition of the merits of employees.

  20. PhD Research Topics in Computer Graphics

    Trendy Research Areas of Computer Graphics. Geometric Computing. Sketch based Designing. Image based Rendering and also Animation. 3D Reconstructing, Printing, Modeling and also Analysis. Shape and also Surface Modeling and also Matching. Volume and also Scientific Visualization. Virtual and also Augmented Reality. Human Interaction System.

  21. Fall 2024 CSCI Special Topics Courses

    CSCI 5980 Cloud ComputingMeeting Time: 09:45 AM‑11:00 AM TTh Instructor: Ali AnwarCourse Description: Cloud computing serves many large-scale applications ranging from search engines like Google to social networking websites like Facebook to online stores like Amazon. More recently, cloud computing has emerged as an essential technology to enable emerging fields such as Artificial ...