{"title":"3D face reconstruction from a single non-frontal face image","authors":"N. Nozawa, Daiki Kuwahara, S. Morishima","doi":"10.1145/2787626.2792634","DOIUrl":"https://doi.org/10.1145/2787626.2792634","url":null,"abstract":"A reconstruction of a human face shape from a single image is an important theme for criminal investigation such as recognition of suspected people from surveillance cameras with only a few frames. It is, however, still difficult to recover a face shape from a non-frontal face image. Method using shading cues on a face depends on the lighting circumstance and cannot be adapted to images in which shadows occurs, for example [Kemelmacher et al. 2011]. On the other hand, [Blanz et al. 2004] reconstructed a shape by 3D Morphable Model (3DMM) only with facial feature points. This method, however, requires the pose-wise correspondences of vertices in the model to feature points of input image because a face contour cannot be seen when the facial direction is not the front. In this paper, we propose a method which can reconstruct a facial shape from a non-frontal face image only with a single general correspondence table. Our method searches for the correspondences of points on a facial contour in the iterative reconstruction process, and makes the reconstruction simple and stable.","PeriodicalId":269034,"journal":{"name":"ACM SIGGRAPH 2015 Posters","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117311085","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":"Bubble rupture simulation by considering high density ratio","authors":"N. Mukai, Naoki Mita, Youngha Chang","doi":"10.1145/2787626.2787642","DOIUrl":"https://doi.org/10.1145/2787626.2787642","url":null,"abstract":"[Hong et al. 2008] proposed a hybrid method of Eulerian grids and Lagrangian particles to represent small-scale bubbles in large-scale water. In the simulation, bubbles rise freely in the water; however, bubble seeds are set at random at the bottom and they disappear as soon as they arrive at the water surface. [Patkar et al. 2013] also proposed a hybrid Lagrangian-Eulerian framework to visualize both small and large scale bubbles. A bubble that exits the spout of a water dispenser flows up in the water with changing its shape; however, they did not simulate the rupture process of bubble. Then, [Mukai et al. 2012] tried a rupture simulation by using MPS method; however, it did not consider the high density ratio of the water to the air so that the bubble ruptured gradually. Therefore, this paper proposes a method of bubble rupture simulation, where a wave is generated after a bubble has ruptured rapidly, by considering the high density ratio of the water to the air.","PeriodicalId":269034,"journal":{"name":"ACM SIGGRAPH 2015 Posters","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122050076","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}
Xiang 'Anthony' Chen, Stelian Coros, Jennifer Mankoff, S. Hudson
{"title":"Encore: 3D printed augmentation of everyday objects with printed-over, affixed and interlocked attachments","authors":"Xiang 'Anthony' Chen, Stelian Coros, Jennifer Mankoff, S. Hudson","doi":"10.1145/2787626.2787650","DOIUrl":"https://doi.org/10.1145/2787626.2787650","url":null,"abstract":"One powerful aspect of 3D printing is its ability to extend, repair, or more generally modify everyday objects. However, nearly all existing work implicitly assumes that whole objects are to be printed from scratch. Designing objects as extensions or enhancements of existing ones is a laborious process in most of today's 3D authoring tools. This paper presents a framework for 3D printing to augment existing objects that covers a wide range of attachment options. We illustrate the framework through three exemplar attachment techniques - print-over, print-to-affix, and print-through. We implemented these techniques in Encore, a design tool that supports a range of analysis with visualization for users to explore design options and tradeoffs among these metrics. Encore also generates 3D models for production, addressing issues such as support jigs and contact geometry between the attached part and the original object.","PeriodicalId":269034,"journal":{"name":"ACM SIGGRAPH 2015 Posters","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121231927","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":"Non-diffuse effects for point-based global illumination","authors":"Beibei Wang, Xiangxu Meng, T. Boubekeur","doi":"10.1145/2787626.2787662","DOIUrl":"https://doi.org/10.1145/2787626.2787662","url":null,"abstract":"Point-Based Global Illumination (PBGI) [2008] is a popular rendering method in special effects and motion picture productions. This algorithm provides a diffuse global illumination solution by caching radiance in a mesh-less hierarchical data structure during a pre-process, while solving for visibility over this cache, at rendering time and for each receiver, using microbuffers, which are localized depth and color buffer inspired from real time rendering environments. As a result, noise free ambient occlusion, indirect soft shadows and color bleeding effects are computed efficiently for high resolution image output and in a temporally coherent fashion. We propose an evolution of this method to address the case of non-diffuse inter-reflections and refractions using wavelets instead of spherical harmonics (see Fig. 1). We also propose a new importance-driven adaptive microbuffer model to capture accurately incoming radiance at a point. Furthermore, we evaluate outgoing radiance using a fast wavelet radiance product, containing the memory footprint by encoding hierarchically the wavelets tree.","PeriodicalId":269034,"journal":{"name":"ACM SIGGRAPH 2015 Posters","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125892143","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}
Daria Tsoupikova, S. Rettberg, Roderick Coover, Arthur Nishimoto
{"title":"The battle for hearts and minds: interrogation and torture in the age of war","authors":"Daria Tsoupikova, S. Rettberg, Roderick Coover, Arthur Nishimoto","doi":"10.1145/2787626.2787633","DOIUrl":"https://doi.org/10.1145/2787626.2787633","url":null,"abstract":"We describe the first virtual reality art performance Hearts and Minds: The Interrogations Project developed using a novel method for direct output of the Unity-based virtual reality projects into CAVE2™ [Febretti et al. 2013] environment. This work incorporates original research, technological innovation and creative arts in an adaptation of veterans' testimonies detailing US military interrogations and abuses of prisoners in Iraq during the American counter-insurgency campaign in the early 2000s. It presents a debate focusing on interrogation methods, torture and its consequences, and Post Traumatic Stress Disorder experienced by solders who have participated in such acts. This work was developed at the Electronic Visualization Lab in Chicago through a unique international collaboration between artists, scientists, and researchers from five different Universities. The methods developed for this project allow hands-on education of virtual reality by letting students create their own virtual environments and exhibit them in the CAVE2 quickly.","PeriodicalId":269034,"journal":{"name":"ACM SIGGRAPH 2015 Posters","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124264003","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}
K. Kanazawa, R. Tanabe, Tomoaki Moriya, Tokiichiro Takahashi
{"title":"Rust aging simulation considering object's geometries","authors":"K. Kanazawa, R. Tanabe, Tomoaki Moriya, Tokiichiro Takahashi","doi":"10.1145/2787626.2792641","DOIUrl":"https://doi.org/10.1145/2787626.2792641","url":null,"abstract":"Realistic representation of nature scenes is one of the most challenging areas in computer graphics community. There are important factors to synthesize realistic scenes in 3D CG which are decayed materials such as dead trees, weathered statues, rusty metals and so on. We are interested in the methodology for simulating its decaying processes. In this paper, we propose a simple method for rust aging simulation based on a probabilistic cellular automaton model taking into account object's geometries.","PeriodicalId":269034,"journal":{"name":"ACM SIGGRAPH 2015 Posters","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133547187","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}
Hisataka Suzuki, Rex Hsieh, Ryotaro Tsuda, Akihiko Shirai
{"title":"ExPixel FPGA: multiplex hidden imagery for HDMI video sources","authors":"Hisataka Suzuki, Rex Hsieh, Ryotaro Tsuda, Akihiko Shirai","doi":"10.1145/2787626.2787645","DOIUrl":"https://doi.org/10.1145/2787626.2787645","url":null,"abstract":"In recent years, 3D technology has become so widespread that the technology alone no longer fascinates the viewers. To achieve further technical innovations on display experience, we should explore the limitations of 3D devices.","PeriodicalId":269034,"journal":{"name":"ACM SIGGRAPH 2015 Posters","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116332811","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":"Chinese ink and brush painting with reflections","authors":"Siran Liu, E. Akleman","doi":"10.1145/2787626.2792613","DOIUrl":"https://doi.org/10.1145/2787626.2792613","url":null,"abstract":"In this work, we have developed an approach to include global illumination effects into Chinese Paintings (see Figure 1). Our method provides a robust approach to represent tone and value in a way similar to how Chinese Ink-and-Brush is painted. The method, especially, supports reflection, shadow, atmospheric, depth and weathering effects. Using the method, we can recapture the aesthetic of irregularity in shapes and forms commonly seen in Chinese Painting. We also arrange composition in 3D to obtain multi-camera imagee that matches the compositions in Chinese painting. We also included cinematic lighting aesthetic in 3D Chinese painting to enhance mood and storytelling.","PeriodicalId":269034,"journal":{"name":"ACM SIGGRAPH 2015 Posters","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124550512","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":"Burning the medial axis","authors":"E. Chambers","doi":"10.1145/2787626.2792658","DOIUrl":"https://doi.org/10.1145/2787626.2792658","url":null,"abstract":"Medial axis is a classical shape descriptor that is widely used in computer graphics, computer vision, and pattern recognition. Defined elegantly as the locus of points with multiple nearest neighbors on the object boundary, the medial axis preserves both the structure and topology of the object in a compact form - a geometry that has one lower dimension than the object itself.","PeriodicalId":269034,"journal":{"name":"ACM SIGGRAPH 2015 Posters","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114585922","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}
Seungbae Bang, Byungkuk Choi, Roger Blanco i Ribera, Meekyoung Kim, Sung-Hee Lee, Jun-yong Noh
{"title":"Interactive rigging","authors":"Seungbae Bang, Byungkuk Choi, Roger Blanco i Ribera, Meekyoung Kim, Sung-Hee Lee, Jun-yong Noh","doi":"10.1145/2787626.2787659","DOIUrl":"https://doi.org/10.1145/2787626.2787659","url":null,"abstract":"Skeleton-driven animation is a widespread technique, which is frequently used in film and video game productions to animate 3D characters. The process of preparing characters for skeletal animation is referred to as character rigging. Commercial applications such as Maya or 3DS Max provide many tool that support this process, including the 'joint tool' and the 'paint skin weights tool'. Most of these tools are difficult to use for novice users. Even for professional artists, it requires many hours of intensive effort.","PeriodicalId":269034,"journal":{"name":"ACM SIGGRAPH 2015 Posters","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133232740","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}