{"title":"Robust moving least-squares fitting with sharp features","authors":"S. Fleishman, D. Cohen-Or, Cláudio T. Silva","doi":"10.1145/1186822.1073227","DOIUrl":"https://doi.org/10.1145/1186822.1073227","url":null,"abstract":"We introduce a robust moving least-squares technique for reconstructing a piecewise smooth surface from a potentially noisy point cloud. We use techniques from robust statistics to guide the creation of the neighborhoods used by the moving least squares (MLS) computation. This leads to a conceptually simple approach that provides a unified framework for not only dealing with noise, but also for enabling the modeling of surfaces with sharp features.Our technique is based on a new robust statistics method for outlier detection: the forward-search paradigm. Using this powerful technique, we locally classify regions of a point-set to multiple outlier-free smooth regions. This classification allows us to project points on a locally smooth region rather than a surface that is smooth everywhere, thus defining a piecewise smooth surface and increasing the numerical stability of the projection operator. Furthermore, by treating the points across the discontinuities as outliers, we are able to define sharp features. One of the nice features of our approach is that it automatically disregards outliers during the surface-fitting phase.","PeriodicalId":211118,"journal":{"name":"ACM SIGGRAPH 2005 Papers","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116160223","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":"Surface compression with geometric bandelets","authors":"G. Peyré, S. Mallat","doi":"10.1145/1186822.1073236","DOIUrl":"https://doi.org/10.1145/1186822.1073236","url":null,"abstract":"This paper describes the construction of second generation bandelet bases and their application to 3D geometry compression. This new coding scheme is orthogonal and the corresponding basis functions are regular. In our method, surfaces are decomposed in a bandelet basis with a fast bandeletization algorithm that removes the geometric redundancy of orthogonal wavelet coefficients. The resulting transform coding scheme has an error decay that is asymptotically optimal for geometrically regular surfaces. We then use these bandelet bases to perform geometry image and normal map compression. Numerical tests show that for complex surfaces bandelets bring an improvement of 1.5dB to 2dB over state of the art compression schemes.","PeriodicalId":211118,"journal":{"name":"ACM SIGGRAPH 2005 Papers","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126567312","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}
L. Borgeat, G. Godin, F. Blais, P. Massicotte, C. Lahanier
{"title":"GoLD: interactive display of huge colored and textured models","authors":"L. Borgeat, G. Godin, F. Blais, P. Massicotte, C. Lahanier","doi":"10.1145/1186822.1073276","DOIUrl":"https://doi.org/10.1145/1186822.1073276","url":null,"abstract":"This paper presents a new technique for fast, view-dependent, real-time visualization of large multiresolution geometric models with color or texture information. This method uses geomorphing to smoothly interpolate between geometric patches composing a hierarchical level-of-detail structure, and to maintain seamless continuity between neighboring patches of the model. It combines the advantages of view-dependent rendering with numerous additional features: the high performance rendering associated with static preoptimized geometry, the capability to display at both low and high resolution with minimal artefacts, and a low CPU usage since all the geomorphing is done on the GPU. Furthermore, the hierarchical subdivision of the model into a tree structure can be accomplished according to any spatial or topological criteria. This property is particularly useful in dealing with models with high resolution textures derived from digital photographs. Results are presented for both highly tesselated models (372 million triangles), and for models which also contain large quantities of texture (200 million triangles + 20 GB of compressed texture). The method also incorporates asynchronous out-of-core model management. Performances obtained on commodity hardware are in the range of 50 million geomorphed triangles/second for a benchmark model such as Stanford's St. Matthew dataset.","PeriodicalId":211118,"journal":{"name":"ACM SIGGRAPH 2005 Papers","volume":"170 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131727813","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}
D. Sandin, Todd Margolis, Jinghua Ge, Javier Girado, T. Peterka, T. DeFanti
{"title":"The VarrierTM autostereoscopic virtual reality display","authors":"D. Sandin, Todd Margolis, Jinghua Ge, Javier Girado, T. Peterka, T. DeFanti","doi":"10.1145/1186822.1073279","DOIUrl":"https://doi.org/10.1145/1186822.1073279","url":null,"abstract":"Virtual reality (VR) has long been hampered by the gear needed to make the experience possible; specifically, stereo glasses and tracking devices. Autostereoscopic display devices are gaining popularity by freeing the user from stereo glasses, however few qualify as VR displays. The Electronic Visualization Laboratory (EVL) at the University of Illinois at Chicago (UIC) has designed and produced a large scale, high resolution head-tracked barrier-strip autostereoscopic display system that produces a VR immersive experience without requiring the user to wear any encumbrances. The resulting system, called Varrier, is a passive parallax barrier 35-panel tiled display that produces a wide field of view, head-tracked VR experience. This paper presents background material related to parallax barrier autostereoscopy, provides system configuration and construction details, examines Varrier interleaving algorithms used to produce the stereo images, introduces calibration and testing, and discusses the camera-based tracking subsystem.","PeriodicalId":211118,"journal":{"name":"ACM SIGGRAPH 2005 Papers","volume":"77 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132677868","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":"Skinning mesh animations","authors":"Doug L. James, Christopher D. Twigg","doi":"10.1145/1186822.1073206","DOIUrl":"https://doi.org/10.1145/1186822.1073206","url":null,"abstract":"We extend approaches for skinning characters to the general setting of skinning deformable mesh animations. We provide an automatic algorithm for generating progressive skinning approximations, that is particularly efficient for pseudo-articulated motions. Our contributions include the use of nonparametric mean shift clustering of high-dimensional mesh rotation sequences to automatically identify statistically relevant bones, and robust least squares methods to determine bone transformations, bone-vertex influence sets, and vertex weight values. We use a low-rank data reduction model defined in the undeformed mesh configuration to provide progressive convergence with a fixed number of bones. We show that the resulting skinned animations enable efficient hardware rendering, rest pose editing, and deformable collision detection. Finally, we present numerous examples where skins were automatically generated using a single set of parameter values.","PeriodicalId":211118,"journal":{"name":"ACM SIGGRAPH 2005 Papers","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116746928","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}
F. Durand, Nicolas Holzschuch, C. Soler, Eric Chan, F. Sillion
{"title":"A frequency analysis of light transport","authors":"F. Durand, Nicolas Holzschuch, C. Soler, Eric Chan, F. Sillion","doi":"10.1145/1186822.1073320","DOIUrl":"https://doi.org/10.1145/1186822.1073320","url":null,"abstract":"We present a signal-processing framework for light transport. We study the frequency content of radiance and how it is altered by phenomena such as shading, occlusion, and transport. This extends previous work that considered either spatial or angular dimensions, and it offers a comprehensive treatment of both space and angle.We show that occlusion, a multiplication in the primal, amounts in the Fourier domain to a convolution by the spectrum of the blocker. Propagation corresponds to a shear in the space-angle frequency domain, while reflection on curved objects performs a different shear along the angular frequency axis. As shown by previous work, reflection is a convolution in the primal and therefore a multiplication in the Fourier domain. Our work shows how the spatial components of lighting are affected by this angular convolution.Our framework predicts the characteristics of interactions such as caustics and the disappearance of the shadows of small features. Predictions on the frequency content can then be used to control sampling rates for rendering. Other potential applications include precomputed radiance transfer and inverse rendering.","PeriodicalId":211118,"journal":{"name":"ACM SIGGRAPH 2005 Papers","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114796602","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":"Color2Gray: salience-preserving color removal","authors":"A. Gooch, S. Olsen, J. Tumblin, B. Gooch","doi":"10.1145/1186822.1073241","DOIUrl":"https://doi.org/10.1145/1186822.1073241","url":null,"abstract":"Visually important image features often disappear when color images are converted to grayscale. The algorithm introduced here reduces such losses by attempting to preserve the salient features of the color image. The Color2Gray algorithm is a 3-step process: 1) convert RGB inputs to a perceptually uniform CIE L*a*b* color space, 2) use chrominance and luminance differences to create grayscale target differences between nearby image pixels, and 3) solve an optimization problem designed to selectively modulate the grayscale representation as a function of the chroma variation of the source image. The Color2Gray results offer viewers salient information missing from previous grayscale image creation methods.","PeriodicalId":211118,"journal":{"name":"ACM SIGGRAPH 2005 Papers","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115025561","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":"User-configurable automatic shader simplification","authors":"F. Pellacini","doi":"10.1145/1186822.1073212","DOIUrl":"https://doi.org/10.1145/1186822.1073212","url":null,"abstract":"Programmable shading is a fundamental technique for specifying appearance in 3d environments. While shading architectures provides fast execution of shaders, shader evaluation is today a major cost in the rendering process. In the same manner in which geometric simplification lets us deal with large models, it would be beneficial to have an automatic technique that trades off shader quality for speed.This paper presents such a technique by introducing a framework for the automatic simplification of complex procedural shaders, where a sequence of increasingly simplified shaders is generated starting from an original shader together with ranges for all of its input parameters. Our approach works by applying simplification rules to the code of a shader to generate a series of candidates, whose differences from the original one are measured and used to select the candidate with the smallest error. This procedure is repeated until the last shader is a constant. While this automatic procedure generates high quality simplified shaders, the artist might want to emphasize particular aspects of a shader during simplification. Our framework supports this desire by allowing the user to specify additional rules to be considered during simplification. The term user-configurable simplification comes from this feature of our system.We implemented our algorithm to support the simplification of fragment shaders running on graphics hardware. Our results show that automatic simplification of complex procedural shaders is possible with high quality.","PeriodicalId":211118,"journal":{"name":"ACM SIGGRAPH 2005 Papers","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128419525","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}
B. MacIntyre, Maribeth Gandy Coleman, Steven W. Dow, J. Bolter
{"title":"DART: a toolkit for rapid design exploration of augmented reality experiences","authors":"B. MacIntyre, Maribeth Gandy Coleman, Steven W. Dow, J. Bolter","doi":"10.1145/1186822.1073288","DOIUrl":"https://doi.org/10.1145/1186822.1073288","url":null,"abstract":"In this paper [MacIntyre et al 2004]. we describe The Designer's Augmented Reality Toolkit (DART). DART is built on top of Macromedia Director, a widely used multimedia development environment. We summarize the most significant problems faced by designers working with AR in the real world, and discuss how DART addresses them. Most of DART is implemented in an interpreted scripting language, and can be modified by designers to suit their needs. Our work focuses on supporting early design activities, especially a rapid transition from storyboards to working experience, so that the experiential part of a design can be tested early and often. DART allows designers to specify complex relationships between the physical and virtual worlds, and supports 3D animatic actors (informal, sketch-based content) in addition to more polished content. Designers can capture and replay synchronized video and sensor data, allowing them to work off-site and to test specific parts of their experience more effectively.","PeriodicalId":211118,"journal":{"name":"ACM SIGGRAPH 2005 Papers","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133887998","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":"Action synopsis: pose selection and illustration","authors":"Jackie Assa, Y. Caspi, D. Cohen-Or","doi":"10.1145/1186822.1073246","DOIUrl":"https://doi.org/10.1145/1186822.1073246","url":null,"abstract":"Illustrating motion in still imagery for the purpose of summary, abstraction and motion description is important for a diverse spectrum of fields, ranging from arts to sciences. In this paper, we introduce a method that produces an action synopsis for presenting motion in still images. The method carefully selects key poses based on an analysis of a skeletal animation sequence, to facilitate expressing complex motions in a single image or a small number of concise views. Our approach is to embed the high-dimensional motion curve in a low-dimensional Euclidean space, where the main characteristics of the skeletal action are kept. The lower complexity of the embedded motion curve allows a simple iterative method which analyzes the curve and locates significant points, associated with the key poses of the original motion. We present methods for illustrating the selected poses in an image as a means to convey the action. We applied our methods to a variety of motions of human actions given either as 3D animation sequences or as video clips, and generated images that depict their synopsis.","PeriodicalId":211118,"journal":{"name":"ACM SIGGRAPH 2005 Papers","volume":"537 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116164646","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}