Andreas Wenger, A. Gardner, C. Tchou, J. Unger, Tim Hawkins, P. Debevec
{"title":"Performance relighting and reflectance transformation with time-multiplexed illumination","authors":"Andreas Wenger, A. Gardner, C. Tchou, J. Unger, Tim Hawkins, P. Debevec","doi":"10.1145/1186822.1073258","DOIUrl":"https://doi.org/10.1145/1186822.1073258","url":null,"abstract":"We present a technique for capturing an actor's live-action performance in such a way that the lighting and reflectance of the actor can be designed and modified in postproduction. Our approach is to illuminate the subject with a sequence of time-multiplexed basis lighting conditions, and to record these conditions with a high-speed video camera so that many conditions are recorded in the span of the desired output frame interval. We investigate several lighting bases for representing the sphere of incident illumination using a set of discrete LED light sources, and we estimate and compensate for subject motion using optical flow and image warping based on a set of tracking frames inserted into the lighting basis. To composite the illuminated performance into a new background, we include a time-multiplexed matte within the basis. We also show that the acquired data enables time-varying surface normals, albedo, and ambient occlusion to be estimated, which can be used to transform the actor's reflectance to produce both subtle and stylistic effects.","PeriodicalId":211118,"journal":{"name":"ACM SIGGRAPH 2005 Papers","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2005-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114709319","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Performance animation from low-dimensional control signals","authors":"Jinxiang Chai, J. Hodgins","doi":"10.1145/1186822.1073248","DOIUrl":"https://doi.org/10.1145/1186822.1073248","url":null,"abstract":"This paper introduces an approach to performance animation that employs video cameras and a small set of retro-reflective markers to create a low-cost, easy-to-use system that might someday be practical for home use. The low-dimensional control signals from the user's performance are supplemented by a database of pre-recorded human motion. At run time, the system automatically learns a series of local models from a set of motion capture examples that are a close match to the marker locations captured by the cameras. These local models are then used to reconstruct the motion of the user as a full-body animation. We demonstrate the power of this approach with real-time control of six different behaviors using two video cameras and a small set of retro-reflective markers. We compare the resulting animation to animation from commercial motion capture equipment with a full set of markers.","PeriodicalId":211118,"journal":{"name":"ACM SIGGRAPH 2005 Papers","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2005-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123978898","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Diego F. Nehab, S. Rusinkiewicz, James Davis, R. Ramamoorthi
{"title":"Efficiently combining positions and normals for precise 3D geometry","authors":"Diego F. Nehab, S. Rusinkiewicz, James Davis, R. Ramamoorthi","doi":"10.1145/1186822.1073226","DOIUrl":"https://doi.org/10.1145/1186822.1073226","url":null,"abstract":"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.","PeriodicalId":211118,"journal":{"name":"ACM SIGGRAPH 2005 Papers","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2005-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122763270","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Energy redistribution path tracing","authors":"David Cline, Justin Talbot, P. Egbert","doi":"10.1145/1186822.1073330","DOIUrl":"https://doi.org/10.1145/1186822.1073330","url":null,"abstract":"We present Energy Redistribution (ER) sampling as an unbiased method to solve correlated integral problems. ER sampling is a hybrid algorithm that uses Metropolis sampling-like mutation strategies in a standard Monte Carlo integration setting, rather than resorting to an intermediate probability distribution step. In the context of global illumination, we present Energy Redistribution Path Tracing (ERPT). Beginning with an inital set of light samples taken from a path tracer, ERPT uses path mutations to redistribute the energy of the samples over the image plane to reduce variance. The result is a global illumination algorithm that is conceptually simpler than Metropolis Light Transport (MLT) while retaining its most powerful feature, path mutation. We compare images generated with the new technique to standard path tracing and MLT.","PeriodicalId":211118,"journal":{"name":"ACM SIGGRAPH 2005 Papers","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2005-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126165484","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
S. Laine, Timo Aila, Ulf Assarsson, J. Lehtinen, T. Akenine-Möller
{"title":"Soft shadow volumes for ray tracing","authors":"S. Laine, Timo Aila, Ulf Assarsson, J. Lehtinen, T. Akenine-Möller","doi":"10.1145/1186822.1073327","DOIUrl":"https://doi.org/10.1145/1186822.1073327","url":null,"abstract":"We present a new, fast algorithm for rendering physically-based soft shadows in ray tracing-based renderers. Our method replaces the hundreds of shadow rays commonly used in stochastic ray tracers with a single shadow ray and a local reconstruction of the visibility function. Compared to tracing the shadow rays. our algorithm produces exactly the same image while executing one to two orders of magnitude faster in the test scenes used. Our first contribution is a two-stage method for quickly determining the silhouette edges that overlap an area light source, as seen from the point to be shaded. Secondly, we show that these partial silhouettes of occluders, along with a single shadow ray, are sufficient for reconstructing the visibility function between the point and the light source.","PeriodicalId":211118,"journal":{"name":"ACM SIGGRAPH 2005 Papers","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2005-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122260486","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Y. Lipman, O. Sorkine-Hornung, D. Levin, D. Cohen-Or
{"title":"Linear rotation-invariant coordinates for meshes","authors":"Y. Lipman, O. Sorkine-Hornung, D. Levin, D. Cohen-Or","doi":"10.1145/1186822.1073217","DOIUrl":"https://doi.org/10.1145/1186822.1073217","url":null,"abstract":"We introduce a rigid motion invariant mesh representation based on discrete forms defined on the mesh. The reconstruction of mesh geometry from this representation requires solving two sparse linear systems that arise from the discrete forms: the first system defines the relationship between local frames on the mesh, and the second encodes the position of the vertices via the local frames. The reconstructed geometry is unique up to a rigid transformation of the mesh. We define surface editing operations by placing user-defined constraints on the local frames and the vertex positions. These constraints are incorporated in the two linear reconstruction systems, and their solution produces a deformed surface geometry that preserves the local differential properties in the least-squares sense. Linear combination of shapes expressed with our representation enables linear shape interpolation that correctly handles rotations. We demonstrate the effectiveness of the new representation with various detail-preserving editing operators and shape morphing.","PeriodicalId":211118,"journal":{"name":"ACM SIGGRAPH 2005 Papers","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2005-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127582051","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Multi-level ray tracing algorithm","authors":"A. Reshetov, A. Soupikov, Jim Hurley","doi":"10.1145/1186822.1073329","DOIUrl":"https://doi.org/10.1145/1186822.1073329","url":null,"abstract":"We propose new approaches to ray tracing that greatly reduce the required number of operations while strictly preserving the geometrical correctness of the solution. A hierarchical \"beam\" structure serves as a proxy for a collection of rays. It is tested against a kd-tree representing the overall scene in order to discard from consideration the sub-set of the kd-tree (and hence the scene) that is guaranteed not to intersect with any possible ray inside the beam. This allows for all the rays inside the beam to start traversing the tree from some node deep inside thus eliminating unnecessary operations. The original beam can be further sub-divided, and we can either continue looking for new optimal entry points for the sub-beams, or we can decompose the beam into individual rays. This is a hierarchical process that can be adapted to the geometrical complexity of a particular view direction allowing for efficient geometric anti-aliasing. By amortizing the cost of partially traversing the tree for all the rays in a beam, up to an order of magnitude performance improvement can be achieved enabling interactivity for complex scenes on ordinary desktop machines.","PeriodicalId":211118,"journal":{"name":"ACM SIGGRAPH 2005 Papers","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2005-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132645046","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Wavelet noise","authors":"R. L. Cook, T. DeRose","doi":"10.1145/1186822.1073264","DOIUrl":"https://doi.org/10.1145/1186822.1073264","url":null,"abstract":"Noise functions are an essential building block for writing procedural shaders in 3D computer graphics. The original noise function introduced by Ken Perlin is still the most popular because it is simple and fast, and many spectacular images have been made with it. Nevertheless, it is prone to problems with aliasing and detail loss. In this paper we analyze these problems and show that they are particularly severe when 3D noise is used to texture a 2D surface. We use the theory of wavelets to create a new class of simple and fast noise functions that avoid these problems.","PeriodicalId":211118,"journal":{"name":"ACM SIGGRAPH 2005 Papers","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2005-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129904654","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Geostatistical motion interpolation","authors":"Tomohiko Mukai, Shigeru Kuriyama","doi":"10.1145/1186822.1073313","DOIUrl":"https://doi.org/10.1145/1186822.1073313","url":null,"abstract":"A common motion interpolation technique for realistic human animation is to blend similar motion samples with weighting functions whose parameters are embedded in an abstract space. Existing methods, however, are insensitive to statistical properties, such as correlations between motions. In addition, they lack the capability to quantitatively evaluate the reliability of synthesized motions. This paper proposes a method that treats motion interpolations as statistical predictions of missing data in an arbitrarily definable parametric space. A practical technique of geostatistics, called universal kriging, is then introduced for statistically estimating the correlations between the dissimilarity of motions and the distance in the parametric space. Our method statistically optimizes interpolation kernels for given parameters at each frame, using a pose distance metric to efficiently analyze the correlation. Motions are accurately predicted for the spatial constraints represented in the parametric space, and they therefore have few undesirable artifacts, if any. This property alleviates the problem of spatial inconsistencies, such as foot-sliding, that are associated with many existing methods. Moreover, numerical estimates for the reliability of predictions enable motions to be adaptively sampled. Since the interpolation kernels are computed with a linear system in real-time, motions can be interactively edited using various spatial controls.","PeriodicalId":211118,"journal":{"name":"ACM SIGGRAPH 2005 Papers","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2005-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130801266","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Fast frictional dynamics for rigid bodies","authors":"D. Kaufman, T. Edmunds, D. Pai","doi":"10.1145/1186822.1073295","DOIUrl":"https://doi.org/10.1145/1186822.1073295","url":null,"abstract":"We describe an efficient algorithm for the simulation of large sets of non-convex rigid bodies. The algorithm finds a simultaneous solution for a multi-body system that is linear in the total number of contacts detected in each iteration. We employ a novel contact model that uses mass, location, and velocity information from all contacts, at the moment of maximum compression, to constrain rigid body velocities. We also develop a new friction model in the configuration space of rigid bodies. These models are used to compute the feasible velocity and the frictional response of each body. Implementation is simple and leads to a fast rigid body simulator that computes steps on the order of seconds for simulations involving over one thousand non-convex objects in high contact configurations.","PeriodicalId":211118,"journal":{"name":"ACM SIGGRAPH 2005 Papers","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2005-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133886679","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}