{"title":"Instant architecture","authors":"Peter Wonka, M. Wimmer, F. Sillion, W. Ribarsky","doi":"10.1145/1201775.882324","DOIUrl":"https://doi.org/10.1145/1201775.882324","url":null,"abstract":"This paper presents a new method for the automatic modeling of architecture. Building designs are derived using split grammars, a new type of parametric set grammar based on the concept of shape. The paper also introduces an attribute matching system and a separate control grammar, which offer the flexibility required to model buildings using a large variety of different styles and design ideas. Through the adaptive nature of the design grammar used, the created building designs can either be generic or adhere closely to a specified goal, depending on the amount of data available.","PeriodicalId":314969,"journal":{"name":"ACM SIGGRAPH 2003 Papers","volume":"66 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":"114065724","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":"Globally smooth parameterizations with low distortion","authors":"A. Khodakovsky, Nathan Litke, P. Schröder","doi":"10.1145/1201775.882275","DOIUrl":"https://doi.org/10.1145/1201775.882275","url":null,"abstract":"Good parameterizations are of central importance in many digital geometry processing tasks. Typically the behavior of such processing algorithms is related to the smoothness of the parameterization and how much distortion it contains. Since a parameterization maps a bounded region of the plane to the surface, a parameterization for a surface which is not homeomorphic to a disc must be made up of multiple pieces. We present a novel parameterization algorithm for arbitrary topology surface meshes which computes a globally smooth parameterization with low distortion. We optimize the patch layout subject to criteria such as shape quality and metric distortion, which are used to steer a mesh simplification approach for base complex construction. Global smoothness is achieved through simultaneous relaxation over all patches, with suitable transition functions between patches incorporated into the relaxation procedure. We demonstrate the quality of our parameterizations through numerical evaluation of distortion measures and the excellent rate distortion performance of semi-regular remeshes produced with these parameterizations. The numerical algorithms required to compute the parameterizations are robust and run on the order of minutes even for large meshes.","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":"114223530","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":"T-splines and T-NURCCs","authors":"T. Sederberg, Jianmin Zheng, A. Bakenov, A. Nasri","doi":"10.1145/1201775.882295","DOIUrl":"https://doi.org/10.1145/1201775.882295","url":null,"abstract":"This paper presents a generalization of non-uniform B-spline surfaces called T-splines. T-spline control grids permit T-junctions, so lines of control points need not traverse the entire control grid. T-splines support many valuable operations within a consistent framework, such as local refinement, and the merging of several B-spline surfaces that have different knot vectors into a single gap-free model. The paper focuses on T-splines of degree three, which are C2 (in the absence of multiple knots). T-NURCCs (Non-Uniform Rational Catmull-Clark Surfaces with T-junctions) are a superset of both T-splines and Catmull-Clark surfaces. Thus, a modeling program for T-NURCCs can handle any NURBS or Catmull-Clark model as special cases. T-NURCCs enable true local refinement of a Catmull-Clark-type control grid: individual control points can be inserted only where they are needed to provide additional control, or to create a smoother tessellation, and such insertions do not alter the limit surface. T-NURCCs use stationary refinement rules and are C2 except at extraordinary points and features.","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":"126047333","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":"Untangling cloth","authors":"D. Baraff, A. Witkin, M. Kass","doi":"10.1145/1201775.882357","DOIUrl":"https://doi.org/10.1145/1201775.882357","url":null,"abstract":"Deficient cloth-to-cloth collision response is the most serious shortcoming of most cloth simulation systems. Past approaches to cloth-cloth collision have used history to decide whether nearby cloth regions have interpenetrated. The biggest pitfall of history-based methods is that an error anywhere along the way can give rise to persistent tangles. This is a particularly serious issue for production character animation, because characters' bodies routinely self-intersect, for instance in the bend of an elbow or knee, or where the arm or hand rests against the body. Cloth that becomes pinched in these regions is often forced into jagged self-intersections that defeat history-based methods, leaving a tangled mess when the body parts separate. This paper describes a history-free cloth collision response algorithm based on global intersection analysis of cloth meshes at each simulation step. The algorithm resolves tangles that arise during pinching as soon as the surrounding geometry permits, and also resolves tangled initial conditions. The ability to untangle cloth after pinching is not sufficient, because standard cloth-solid collision algorithms handle pinches so poorly that they often give rise to visible flutters and other simulation artifacts during the pinch. As a companion to the global intersection analysis method, we present a cloth-solid collision algorithm called collision flypapering, that eliminates these artifacts. The two algorithms presented have been used together extensively and successfully in a production animation environment.","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":"128521519","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":"Measuring bidirectional texture reflectance with a kaleidoscope","authors":"Jefferson Y. Han, K. Perlin","doi":"10.1145/1201775.882341","DOIUrl":"https://doi.org/10.1145/1201775.882341","url":null,"abstract":"We describe a new technique for measuring the bidirectional texture function (BTF) of a surface that requires no mechanical movement, can measure surfaces in situ under arbitrary lighting conditions, and can be made small, portable and inexpensive. The enabling innovation is the use of a tapered kaleidoscope, which allows a camera to view the same surface sample simultaneously from many directions. Similarly, the surface can be simultaneously illuminated from many directions, using only a single structured light source. We describe the techniques of construction and measurement, and we show experimental results.","PeriodicalId":314969,"journal":{"name":"ACM SIGGRAPH 2003 Papers","volume":"2015 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":"127669856","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":"All-frequency shadows using non-linear wavelet lighting approximation","authors":"Ren Ng, R. Ramamoorthi, P. Hanrahan","doi":"10.1145/1201775.882280","DOIUrl":"https://doi.org/10.1145/1201775.882280","url":null,"abstract":"We present a method, based on pre-computed light transport, for real-time rendering of objects under all-frequency, time-varying illumination represented as a high-resolution environment map. Current techniques are limited to small area lights, with sharp shadows, or large low-frequency lights, with very soft shadows. Our main contribution is to approximate the environment map in a wavelet basis, keeping only the largest terms (this is known as a non-linear approximation). We obtain further compression by encoding the light transport matrix sparsely but accurately in the same basis. Rendering is performed by multiplying a sparse light vector by a sparse transport matrix, which is very fast. For accurate rendering, using non-linear wavelets is an order of magnitude faster than using linear spherical harmonics, the current best technique.","PeriodicalId":314969,"journal":{"name":"ACM SIGGRAPH 2003 Papers","volume":"481 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":"116415363","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":"Combining edges and points for interactive high-quality rendering","authors":"K. Bala, B. Walter, D. Greenberg","doi":"10.1145/1201775.882318","DOIUrl":"https://doi.org/10.1145/1201775.882318","url":null,"abstract":"This paper presents a new interactive rendering and display technique for complex scenes with expensive shading, such as global illumination. Our approach combines sparsely sampled shading (points) and analytically computed discontinuities (edges) to interactively generate high-quality images. The edge-and-point image is a new compact representation that combines edges and points such that fast, table-driven interpolation of pixel shading from nearby point samples is possible, while respecting discontinuities.The edge-and-point renderer is extensible, permitting the use of arbitrary shaders to collect shading samples. Shading discontinuities, such as silhouettes and shadow edges, are found at interactive rates. Our software implementation supports interactive navigation and object manipulation in scenes that include expensive lighting effects (such as global illumination) and geometrically complex objects. For interactive rendering we show that high-quality images of these scenes can be rendered at 8--14 frames per second on a desktop PC: a speedup of 20--60 over a ray tracer computing a single sample per pixel.","PeriodicalId":314969,"journal":{"name":"ACM SIGGRAPH 2003 Papers","volume":"38 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":"124066399","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-iterative, feature-preserving mesh smoothing","authors":"T. Jones, F. Durand, M. Desbrun","doi":"10.1145/1201775.882367","DOIUrl":"https://doi.org/10.1145/1201775.882367","url":null,"abstract":"With the increasing use of geometry scanners to create 3D models, there is a rising need for fast and robust mesh smoothing to remove inevitable noise in the measurements. While most previous work has favored diffusion-based iterative techniques for feature-preserving smoothing, we propose a radically different approach, based on robust statistics and local first-order predictors of the surface. The robustness of our local estimates allows us to derive a non-iterative feature-preserving filtering technique applicable to arbitrary \"triangle soups\". We demonstrate its simplicity of implementation and its efficiency, which make it an excellent solution for smoothing large, noisy, and non-manifold meshes.","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":"131079584","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}