Peter-Pike J. Sloan, Xinguo Liu, H. Shum, John M. Snyder
{"title":"Bi-scale radiance transfer","authors":"Peter-Pike J. Sloan, Xinguo Liu, H. Shum, John M. Snyder","doi":"10.1145/1201775.882279","DOIUrl":"https://doi.org/10.1145/1201775.882279","url":null,"abstract":"Radiance transfer represents how generic source lighting is shadowed and scattered by an object to produce view-dependent appearance. We generalize by rendering transfer at two scales. A macro-scale is coarsely sampled over an object's surface, providing global effects like shadows cast from an arm onto a body. A meso-scale is finely sampled over a small patch to provide local texture. Low-order (25D) spherical harmonics represent low-frequency lighting dependence for both scales. To render, a coefficient vector representing distant source lighting is first transformed at the macro-scale by a matrix at each vertex of a coarse mesh. The resulting vectors represent a spatially-varying hemisphere of lighting incident to the meso-scale. A 4D function, called a radiance transfer texture (RTT), then specifies the surface's meso-scale response to each lighting basis component, as a function of a spatial index and a view direction. Finally, a 25D dot product of the macro-scale result vector with the vector looked up from the RTT performs the correct shading integral. We use an id map to place RTT samples from a small patch over the entire object; only two scalars are specified at high spatial resolution. Results show that bi-scale decomposition makes preprocessing practical and efficiently renders self-shadowing and interreflection effects from dynamic, low-frequency light sources at both scales.","PeriodicalId":314969,"journal":{"name":"ACM SIGGRAPH 2003 Papers","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126721506","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}
Adrien Treuille, A. McNamara, Zoran Popovic, J. Stam
{"title":"Keyframe control of smoke simulations","authors":"Adrien Treuille, A. McNamara, Zoran Popovic, J. Stam","doi":"10.1145/1201775.882337","DOIUrl":"https://doi.org/10.1145/1201775.882337","url":null,"abstract":"We describe a method for controlling smoke simulations through user-specified keyframes. To achieve the desired behavior, a continuous quasi-Newton optimization solves for appropriate \"wind\" forces to be applied to the underlying velocity field throughout the simulation. The cornerstone of our approach is a method to efficiently compute exact derivatives through the steps of a fluid simulation. We formulate an objective function corresponding to how well a simulation matches the user's keyframes, and use the derivatives to solve for force parameters that minimize this function. For animations with several keyframes, we present a novel multiple-shooting approach. By splitting large problems into smaller overlapping subproblems, we greatly speed up the optimization process while avoiding certain local minima.","PeriodicalId":314969,"journal":{"name":"ACM SIGGRAPH 2003 Papers","volume":"335 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129419808","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}
M. Goesele, Xavier Granier, W. Heidrich, H. Seidel
{"title":"Accurate light source acquisition and rendering","authors":"M. Goesele, Xavier Granier, W. Heidrich, H. Seidel","doi":"10.1145/1201775.882316","DOIUrl":"https://doi.org/10.1145/1201775.882316","url":null,"abstract":"Realistic image synthesis requires both complex and realistic models of real-world light sources and efficient rendering algorithms to deal with them. In this paper, we describe a processing pipeline for dealing with complex light sources from acquisition to global illumination rendering. We carefully design optical filters to guarantee high precision measurements of real-world light sources. We discuss two practically feasible setups that allow us to measure light sources with different characteristics. Finally, we introduce an efficient importance sampling algorithm for our representation that can be used, for example, in conjunction with Photon Maps.","PeriodicalId":314969,"journal":{"name":"ACM SIGGRAPH 2003 Papers","volume":"109 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128594163","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}
N. Tsumura, Nobutoshi Ojima, Kayoko Sato, M. Shiraishi, Hideto Shimizu, Hirohide Nabeshima, S. Akazaki, K. Hori, Y. Miyake
{"title":"Image-based skin color and texture analysis/synthesis by extracting hemoglobin and melanin information in the skin","authors":"N. Tsumura, Nobutoshi Ojima, Kayoko Sato, M. Shiraishi, Hideto Shimizu, Hirohide Nabeshima, S. Akazaki, K. Hori, Y. Miyake","doi":"10.1145/1201775.882344","DOIUrl":"https://doi.org/10.1145/1201775.882344","url":null,"abstract":"This paper proposes an E-cosmetic function for digital images based on physics and physiologically-based image processing. A practical skin color and texture analysis/synthesis technique is introduced for this E-cosmetic function. Shading on the face is removed by a simple color vector analysis in the optical density domain as an inverse lighting technique. The image without shading is analyzed by a previously introduced technique that extracts hemoglobin and melanin components by independent component analysis. Experimental results using UV-B irradiation and the application of methyl nicotinate on the arms support the physiological validity of the analysis and the effectiveness of the proposed shading removal. We synthesized the way facial images changed due to tanning or alcohol consumption, and compared the synthesized images with images of actual changes in skin color. The comparison shows an excellent match between the synthesized and actual images of changes due to tanning and alcohol consumption. We also proposed a technique to synthesize the change of texture in pigment due to aging or the application of cosmetics. The pyramid-based texture analysis/synthesis technique was used for the spatial processing of texture. Using the proposed technique, we could realistically change the skin color and texture of a 50 year-old woman to that of a 20 year-old woman.","PeriodicalId":314969,"journal":{"name":"ACM SIGGRAPH 2003 Papers","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121431266","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":"Clothing manipulation","authors":"T. Igarashi, J. Hughes","doi":"10.1145/1201775.882328","DOIUrl":"https://doi.org/10.1145/1201775.882328","url":null,"abstract":"This paper presents interaction techniques (and the underlying implementations) for putting clothes on a 3D character and manipulating them. The user paints freeform marks on the clothes and corresponding marks on the 3D character; the system then puts the clothes around the body so that corresponding marks match. Internally, the system grows the clothes on the body surface around the marks while maintaining basic cloth constraints via simple relaxation steps. The entire computation takes a few seconds . After that, the user can adjust the placement of the clothes by an enhanced dragging operation. Unlike standard dragging where the user moves a set of vertices in a single direction in 3D space, our dragging operation moves the cloth along the body surface to make possible more flexible operations. The user can apply pushpins to fix certain cloth points during dragging. The techniques are ideal for specifying an initial cloth configuration before applying a more sophisticated cloth simulation.","PeriodicalId":314969,"journal":{"name":"ACM SIGGRAPH 2003 Papers","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130115905","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":"Graphics for the masses: a hardware rasterization architecture for mobile phones","authors":"T. Akenine-Möller, Jacob Ström","doi":"10.1145/1201775.882348","DOIUrl":"https://doi.org/10.1145/1201775.882348","url":null,"abstract":"The mobile phone is one of the most widespread devices with rendering capabilities. Those capabilities have been very limited because the resources on such devices are extremely scarce; small amounts of memory, little bandwidth, little chip area dedicated for special purposes, and limited power consumption. The small display resolutions present a further challenge; the angle subtended by a pixel is relatively large, and therefore reasonably high quality rendering is needed to generate high fidelity images.To increase the mobile rendering capabilities, we propose a new hardware architecture for rasterizing textured triangles. Our architecture focuses on saving memory bandwidth, since an external memory access typically is one of the most energy-consuming operations, and because mobile phones need to use as little power as possible. Therefore, our system includes three new key innovations: I) an inexpensive multisampling scheme that gives relatively high quality at the same cost of previous inexpensive schemes, II) a texture minification system, including texture compression, which gives quality relatively close to trilinear mipmapping at the cost of 1.33 32-bit memory accesses on average, III) a scanline-based culling scheme that avoids a significant amount of z-buffer reads, and that only requires one context. Software simulations show that these three innovations together significantly reduce the memory bandwidth, and thus also the power consumption.","PeriodicalId":314969,"journal":{"name":"ACM SIGGRAPH 2003 Papers","volume":"54 5","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132575536","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":"Shape modeling with point-sampled geometry","authors":"M. Pauly, Richard Keiser, L. Kobbelt, M. Gross","doi":"10.1145/1201775.882319","DOIUrl":"https://doi.org/10.1145/1201775.882319","url":null,"abstract":"We present a versatile and complete free-form shape modeling framework for point-sampled geometry. By combining unstructured point clouds with the implicit surface definition of the moving least squares approximation, we obtain a hybrid geometry representation that allows us to exploit the advantages of implicit and parametric surface models. Based on this representation we introduce a shape modeling system that enables the designer to perform large constrained deformations as well as boolean operations on arbitrarily shaped objects. Due to minimum consistency requirements, point-sampled surfaces can easily be re-structured on the fly to support extreme geometric deformations during interactive editing. In addition, we show that strict topology control is possible and sharp features can be generated and preserved on point-sampled objects. We demonstrate the effectiveness of our system on a large set of input models, including noisy range scans, irregular point clouds, and sparsely as well as densely sampled models.","PeriodicalId":314969,"journal":{"name":"ACM SIGGRAPH 2003 Papers","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133153213","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. Ohtake, A. Belyaev, M. Alexa, Greg Turk, H. Seidel
{"title":"Multi-level partition of unity implicits","authors":"Y. Ohtake, A. Belyaev, M. Alexa, Greg Turk, H. Seidel","doi":"10.1145/1201775.882293","DOIUrl":"https://doi.org/10.1145/1201775.882293","url":null,"abstract":"We present a new shape representation, the multi-level partition of unity implicit surface, that allows us to construct surface models from very large sets of points. There are three key ingredients to our approach: 1) piecewise quadratic functions that capture the local shape of the surface, 2) weighting functions (the partitions of unity) that blend together these local shape functions, and 3) an octree subdivision method that adapts to variations in the complexity of the local shape.Our approach gives us considerable flexibility in the choice of local shape functions, and in particular we can accurately represent sharp features such as edges and corners by selecting appropriate shape functions. An error-controlled subdivision leads to an adaptive approximation whose time and memory consumption depends on the required accuracy. Due to the separation of local approximation and local blending, the representation is not global and can be created and evaluated rapidly. Because our surfaces are described using implicit functions, operations such as shape blending, offsets, deformations and CSG are simple to perform.","PeriodicalId":314969,"journal":{"name":"ACM SIGGRAPH 2003 Papers","volume":"81 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124469794","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}
Jingdan Zhang, Kun Zhou, L. Velho, B. Guo, H. Shum
{"title":"Synthesis of progressively-variant textures on arbitrary surfaces","authors":"Jingdan Zhang, Kun Zhou, L. Velho, B. Guo, H. Shum","doi":"10.1145/1201775.882266","DOIUrl":"https://doi.org/10.1145/1201775.882266","url":null,"abstract":"We present an approach for decorating surfaces with progressively-variant textures. Unlike a homogeneous texture, a progressively-variant texture can model local texture variations, including the scale, orientation, color, and shape variations of texture elements. We describe techniques for modeling progressively-variant textures in 2D as well as for synthesizing them over surfaces. For 2D texture modeling, our feature-based warping technique allows the user to control the shape variations of texture elements, making it possible to capture complex texture variations such as those seen in animal coat patterns. In addition, our feature-based blending technique can create a smooth transition between two given homogeneous textures, with progressive changes of both shapes and colors of texture elements. For synthesizing textures over surfaces, the biggest challenge is that the synthesized texture elements tend to break apart as they progressively vary. To address this issue, we propose an algorithm based on texton masks, which mark most prominent texture elements in the 2D texture sample. By leveraging the power of texton masks, our algorithm can maintain the integrity of the synthesized texture elements on the target surface.","PeriodicalId":314969,"journal":{"name":"ACM SIGGRAPH 2003 Papers","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130020023","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":"Delay streams for graphics hardware","authors":"Timo Aila, Ville Miettinen, P. Nordlund","doi":"10.1145/1201775.882347","DOIUrl":"https://doi.org/10.1145/1201775.882347","url":null,"abstract":"In causal processes decisions do not depend on future data. Many well-known problems, such as occlusion culling, order-independent transparency and edge antialiasing cannot be properly solved using the traditional causal rendering architectures, because future data may change the interpretation of current events.We propose adding a delay stream between the vertex and pixel processing units. While a triangle resides in the delay stream, subsequent triangles generate occlusion information. As a result, the triangle may be culled by primitives that were submitted after it. We show two-to fourfold efficiency improvements in pixel processing and video memory bandwidth usage in common benchmark scenes. We also demonstrate how the memory requirements of order-independent transparency can be substantially reduced by using delay streams. Finally, we describe how discontinuity edges can be detected in hardware. Previously used heuristics for collapsing samples in adaptive supersampling are thus replaced by connectivity information.","PeriodicalId":314969,"journal":{"name":"ACM SIGGRAPH 2003 Papers","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130458481","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}