the proceedings contain 10 papers. the topics discussed include: icon set selection via human computation;optimized route for crowd evacuation;modified filtered importance sampling for virtual spherical Gaussian light...
ISBN:
(纸本)9783038680246
the proceedings contain 10 papers. the topics discussed include: icon set selection via human computation;optimized route for crowd evacuation;modified filtered importance sampling for virtual spherical Gaussian lights;compressing bidirectional texture functions via tensor train decomposition;computational design of iris folding patterns;reflectance and shape estimation for cartoon shaded objects;interactive multicut video segmentation;viewpoint selection for taking a good photograph of architecture;local detail enhancement for volume rendering under global illumination;and dynamic skin deformation simulation using musculoskeletal model and soft tissue dynamics.
We propose a geometric multilevel solver for efficiently solving linear systems arising from particle-based methods. To apply this method to particle systems, we construct the hierarchy, establish the correspondence b...
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We propose a geometric multilevel solver for efficiently solving linear systems arising from particle-based methods. To apply this method to particle systems, we construct the hierarchy, establish the correspondence between solutions at the particle and grid levels, and coarsen simulation elements taking boundary conditions into account. In addition, we propose a new solid boundary handling method to solve a pressure Poisson equation in a unified manner. We demonstrate that our method can handle general fluid simulation scenarios including two-way fluid-solid coupling, and the computational cost of this new solver scales nearly linearly with respect to the number of unknowns, unlike previous solvers for particle-based methods.
Multiresolution Hierarchies (MH) and Directed Acyclic Graphs (DAG) are two recent approaches for the compression of high-resolution shadow information. In this paper, we introduce Merged Multiresolution Hierarchies (M...
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Multiresolution Hierarchies (MH) and Directed Acyclic Graphs (DAG) are two recent approaches for the compression of high-resolution shadow information. In this paper, we introduce Merged Multiresolution Hierarchies (MMH), a novel data structure that unifies both concepts. An MMH leverages both hierarchical homogeneity exploited in MHs, as well as topological similarities exploited in DAG representations. We propose an efficient hash-based technique to quickly identify and remove redundant subtree instances in a modified relative MH representation. Our solution remains lossless and significantly improves the compression rate compared to both preceding shadow map compression algorithms, while retaining the full run-time performance of traditional MH representations.
We propose a novel method for the automatic generation of structured hexahedral meshes of articulated 3D shapes. We recast the complex problem of generating the connectivity of a hexahedral mesh of a general shape int...
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We propose a novel method for the automatic generation of structured hexahedral meshes of articulated 3D shapes. We recast the complex problem of generating the connectivity of a hexahedral mesh of a general shape into the simpler problem of generating the connectivity of a tubular structure derived from its curve-skeleton. We also provide volumetric subdivision schemes to nicely adapt the topology of the mesh to the local thickness of tubes, while regularizing per-element size. Our method is fast, one-click, easy to reproduce, and it generates structured meshes that better align to the branching structure of the input shape if compared to previous methods for hexa mesh generation.
3D objects of the same kind often have different topologies, and finding correspondence between them is important for operations such as morphing, attribute transfer, and shape matching. this paper presents a novel me...
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3D objects of the same kind often have different topologies, and finding correspondence between them is important for operations such as morphing, attribute transfer, and shape matching. this paper presents a novel method to find the surface correspondence between topologically different surfaces. the method is characterized by deforming the source polygonal mesh to match the target mesh by using the intermediate implicit surfaces, and by performing a topological surgery at the appropriate locations on the mesh. In particular, we propose a mathematically well-defined way to detect the topology change of surface by finding the non-degenerate saddle points of the velocity fields that tracks implicit surfaces. We show the effectiveness and possible applications of the proposed method through several experiments.
PolyCubes provide compact representations for closed complex shapes and are essential to many computergraphicsapplications. Existing automatic PolyCube construction methods usually suffer from poor quality or time-c...
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PolyCubes provide compact representations for closed complex shapes and are essential to many computergraphicsapplications. Existing automatic PolyCube construction methods usually suffer from poor quality or time-consuming computation. In this paper, we provide a highly efficient method to compute volumetric PolyCube-maps. Given an input tetrahedral mesh, we utilize two novel normal-driven volumetric deformation schemes and a polycube-allowable mesh segmentation to drive the input to a volumetric PolyCube structure. Our method can robustly generate foldover-free and low-distortion PolyCube-maps in practice, and provide a flexible control on the number of corners of Polycubes. Compared with state-of-the-art methods, our method is at least one order of magnitude faster and has better mapping qualities. We demonstrate the efficiency and efficacy of our method in PolyCube construction and all-hexahedral meshing on various complex models.
Given a cross field over a triangulated surface we present a practical and robust method to compute a field aligned coarse quad layout over the surface. the method works directly on a triangle mesh without requiring a...
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Given a cross field over a triangulated surface we present a practical and robust method to compute a field aligned coarse quad layout over the surface. the method works directly on a triangle mesh without requiring any parametrization and it is based on a new technique for tracing field-coherent geodesic paths directly on a triangle mesh, and on a new relaxed formulation of a binary LP problem, which allows us to extract both conforming quad layouts and coarser layouts containing t-junctions. Our method is easy to implement, very robust, and, being directly based on the input cross field, it is able to generate better aligned layouts, even with complicated fields containing many singularities. We show results on a number of datasets and comparisons with state-of-the-art methods.
Shadow removal is a challenging problem and previous approaches often produce de-shadowed regions that are visually inconsistent withthe rest of the image. We propose an automatic shadow region harmonization approach...
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Shadow removal is a challenging problem and previous approaches often produce de-shadowed regions that are visually inconsistent withthe rest of the image. We propose an automatic shadow region harmonization approach that makes the appearance of a de-shadowed region (produced using any previous technique) compatible withthe rest of the image. We use a shadow-guided patch-based image synthesis approach that reconstructs the shadow region using patches sampled from non-shadowed regions. this result is then refined based on the reconstruction confidence to handle unique textures. Qualitative comparisons over a wide range of images, and a quantitative evaluation on a benchmark dataset show that our technique significantly improves upon the state-of-the-art.
Bas-relief is designed to provide 3D perception for the viewers under illumination. For the problem of bas-relief generation from 3D object, most existing methods ignore the influence of illumination on bas-relief app...
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Bas-relief is designed to provide 3D perception for the viewers under illumination. For the problem of bas-relief generation from 3D object, most existing methods ignore the influence of illumination on bas-relief appearance. In this paper, we propose a novel method that adaptively generate bas-reliefs with respect to illumination conditions. Given a 3D object and its target appearance, our method finds an adaptive surface that preserves the appearance of the input. We validate our approach through a variety of applications. Experimental results indicate that the proposed approach is effective in producing bas-reliefs with desired appearance under illumination.
A model to rate color combinations that considers human aesthetic preferences is proposed. the proposed method does not assume that a color palette has a specific number of colors, i.e., input is not restricted to a t...
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A model to rate color combinations that considers human aesthetic preferences is proposed. the proposed method does not assume that a color palette has a specific number of colors, i.e., input is not restricted to a two-, three-, or five-color palettes. We extract features from a color palette whose size does not depend on the number of colors in the palette. the proposed rating prediction model is trained using a human color preference dataset. the model allows a user to extend a color palette, e.g., from three colors to five or seven colors, while retaining color harmony. In addition, we present a color search scheme for a given palette and a customized version of the proposed model for a specific color tone. We demonstrate that the proposed model can also be applied to various palette-based applications.
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