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.
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.
The craft of papercutting is part of the folk art traditions of cultures all over the world. From the point of view of computergraphics, papercutting can be seen as a method of composing bi-level images under a set o...
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ISBN:
(纸本)9780769530093
The craft of papercutting is part of the folk art traditions of cultures all over the world. From the point of view of computergraphics, papercutting can be seen as a method of composing bi-level images under a set of geometric connectivity constraints. In this paper, we present a technique for composing digital paper-cut designs. The elements of a design may be images, which are processed via a multilayer thresholding operation, or they may be procedurally-generated arrangements of shapes. Elements are composed using a set of boolean operators that presence connectivity. The resulting designs are well suited to being cut by a new generation of inexpensive computer peripherals.
Generating plausible deformations of a character skin within the standard production pipeline is a challenge. This paper presents a volume preservation method dedicated to skinned characters. As usual, the character i...
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Generating plausible deformations of a character skin within the standard production pipeline is a challenge. This paper presents a volume preservation method dedicated to skinned characters. As usual, the character is defined by a skin mesh at some rest pose and an animation skeleton. At each animation step, skin deformations are first computed using standard SSD. Our method corrects the result using a set of local deformations which model the fold-over-free, constant volume behavior of soft tissues. This is done geometrically, without the need of any physically-based simulation. To make the method easily applicable, we also provide automatic ways to extract the local regions where volume is to be preserved and to compute adequate skinning weights, both based on the character's morphology.
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.
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.
In this paper we describe a fast and interactive method for simulating and controlling the combustion process together with the decomposition of burning solids. The combustion and decomposition processes are integrate...
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ISBN:
(纸本)0769520286
In this paper we describe a fast and interactive method for simulating and controlling the combustion process together with the decomposition of burning solids. The combustion and decomposition processes are integrated to create a physically-based model that runs at interactive rates.
Toric surface patch is the multi-sided generalization of classical Bezier surface patch. Geometric continuity of the parametric surface patches plays a crucial role in geometric modeling. In this paper, the necessary ...
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Toric surface patch is the multi-sided generalization of classical Bezier surface patch. Geometric continuity of the parametric surface patches plays a crucial role in geometric modeling. In this paper, the necessary and sufficient conditions of curvature continuity between toric surface patches are illustrated with the theory of toric degeneration. Furthermore, some practical sufficient conditions of curvature continuity of toric surface patches are also developed.
In this paper, we present an image editing tool that allows the user to deform images using a sketch-based interface. The user simply sketches a set of source curves in the input image, and also some target curves tha...
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In this paper, we present an image editing tool that allows the user to deform images using a sketch-based interface. The user simply sketches a set of source curves in the input image, and also some target curves that the source curves should be deformed to. Then the moving least squares (MLS) deformation technique [SMW06] is adapted to produce realistic deformations while satisfying the curves' positional constraints. We also propose a scheme to reduce image fold-overs in MLS deformations. Our system has a very intuitive user interface, generates physically plausible deformations, and can be easily implemented on the GPU for real-time performance.
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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