ACM Transactions on Graphics

  1557-7368

  0730-0301

  Mỹ

Cơ quản chủ quản:  ASSOC COMPUTING MACHINERY , Association for Computing Machinery (ACM)

Lĩnh vực:
Computer Graphics and Computer-Aided Design

Phân tích ảnh hưởng

Thông tin về tạp chí

 

ACM Transactions on Graphics (TOG) is the foremost peer-reviewed journal in graphics field. In the colorful pages of TOG, leading researchers discuss breakthroughs in computer-aided design, synthetic image generation, rendering, solid modeling and other areas. "Research," the largest regular section, is necessary intellectual nourishment for anyone implementing graphics systems.

Các bài báo tiêu biểu

T-spline simplification and local refinement
Tập 23 Số 3 - Trang 276-283 - 2004
Thomas W. Sederberg, David L. Cardon, G. Thomas Finnigan, Nicholas S. North, Jianmin Zheng, Tom Lyche
A typical NURBS surface model has a large percentage of superfluous control points that significantly interfere with the design process. This paper presents an algorithm for eliminating such superfluous control points, producing a T-spline. The algorithm can remove substantially more control points than competing methods such as B-spline wavelet decomposition. The paper also presents a new T-spline local refinement algorithm and answers two fundamental open questions on T-spline theory.
Modeling and visualization of leaf venation patterns
Tập 24 Số 3 - Trang 702-711 - 2005
Adam Runions, Martin Fuhrer, Brendan Lane, Pavol Federl, Anne‐Gaëlle Rolland‐Lagan, Przemysław Prusinkiewicz
We introduce a class of biologically-motivated algorithms for generating leaf venation patterns. These algorithms simulate the interplay between three processes: (1) development of veins towards hormone (auxin) sources embedded in the leaf blade; (2) modification of the hormone source distribution by the proximity of veins; and (3) modification of both the vein pattern and source distribution by leaf growth. These processes are formulated in terms of iterative geometric operations on sets of points that represent vein nodes and auxin sources. In addition, a vein connection graph is maintained to determine vein widths. The effective implementation of the algorithms relies on the use of space subdivision (Voronoi diagrams) and time coherence between iteration steps. Depending on the specification details and parameters used, the algorithms can simulate many types of venation patterns, both open (tree-like) and closed (with loops). Applications of the presented algorithms include texture and detailed structure generation for image synthesis purposes, and modeling of morphogenetic processes in support of biological research.
BundleFusion
Tập 36 Số 4 - Trang 1 - 2017
Angela Dai, Matthias Nießner, Michael Zollhöfer, Shahram Izadi, Christian Theobalt
Real-time, high-quality, 3D scanning of large-scale scenes is key to mixed reality and robotic applications. However, scalability brings challenges of drift in pose estimation, introducing significant errors in the accumulated model. Approaches often require hours of offline processing to globally correct model errors. Recent online methods demonstrate compelling results but suffer from (1) needing minutes to perform online correction, preventing true real-time use; (2) brittle frame-to-frame (or frame-to-model) pose estimation, resulting in many tracking failures; or (3) supporting only unstructured point-based representations, which limit scan quality and applicability. We systematically address these issues with a novel, real-time, end-to-end reconstruction framework. At its core is a robust pose estimation strategy, optimizing per frame for a global set of camera poses by considering the complete history of RGB-D input with an efficient hierarchical approach. We remove the heavy reliance on temporal tracking and continually localize to the globally optimized frames instead. We contribute a parallelizable optimization framework, which employs correspondences based on sparse features and dense geometric and photometric matching. Our approach estimates globally optimized (i.e., bundle adjusted) poses in real time, supports robust tracking with recovery from gross tracking failures (i.e., relocalization), and re-estimates the 3D model in real time to ensure global consistency, all within a single framework. Our approach outperforms state-of-the-art online systems with quality on par to offline methods, but with unprecedented speed and scan completeness. Our framework leads to a comprehensive online scanning solution for large indoor environments, enabling ease of use and high-quality results. 1
Screened poisson surface reconstruction
Tập 32 Số 3 - Trang 1-13 - 2013
Michael Kazhdan, Hugues Hoppe
Poisson surface reconstruction creates watertight surfaces from oriented point sets. In this work we extend the technique to explicitly incorporate the points as interpolation constraints. The extension can be interpreted as a generalization of the underlying mathematical framework to a screened Poisson equation. In contrast to other image and geometry processing techniques, the screening term is defined over a sparse set of points rather than over the full domain. We show that these sparse constraints can nonetheless be integrated efficiently. Because the modified linear system retains the same finite-element discretization, the sparsity structure is unchanged, and the system can still be solved using a multigrid approach. Moreover we present several algorithmic improvements that together reduce the time complexity of the solver to linear in the number of points, thereby enabling faster, higher-quality surface reconstructions.
GRAMPS
Tập 28 Số 1 - Trang 1-11 - 2009
Jeremy Sugerman, Kayvon Fatahalian, Solomon Boulos, Kurt Akeley, Pat Hanrahan
We introduce GRAMPS, a programming model that generalizes concepts from modern real-time graphics pipelines by exposing a model of execution containing both fixed-function and application-programmable processing stages that exchange data via queues. GRAMPS allows the number, type, and connectivity of these processing stages to be defined by software, permitting arbitrary processing pipelines or even processing graphs. Applications achieve high performance using GRAMPS by expressing advanced rendering algorithms as custom pipelines, then using the pipeline as a rendering engine. We describe the design of GRAMPS, then evaluate it by implementing three pipelines, that is, Direct3D, a ray tracer, and a hybridization of the two, and running them on emulations of two different GRAMPS implementations: a traditional GPU-like architecture and a CPU-like multicore architecture. In our tests, our GRAMPS schedulers run our pipelines with 500 to 1500KB of queue usage at their peaks.
Online optical marker-based hand tracking with deep labels
Tập 37 Số 4 - Trang 1-10 - 2018
Shangchen Han, Beibei Liu, Robert Wang, Yuting Ye, Christopher D. Twigg, Kenrick Kin
Optical marker-based motion capture is the dominant way for obtaining high-fidelity human body animation for special effects, movies, and video games. However, motion capture has seen limited application to the human hand due to the difficulty of automatically identifying (or labeling) identical markers on self-similar fingers. We propose a technique that frames the labeling problem as a keypoint regression problem conducive to a solution using convolutional neural networks. We demonstrate robustness of our labeling solution to occlusion, ghost markers, hand shape, and even motions involving two hands or handheld objects. Our technique is equally applicable to sparse or dense marker sets and can run in real-time to support interaction prototyping with high-fidelity hand tracking and hand presence in virtual reality.
The space of human body shapes
Tập 22 Số 3 - Trang 587-594 - 2003
Brett L. Allen, Brian Curless, Zoran Popović
We develop a novel method for fitting high-resolution template meshes to detailed human body range scans with sparse 3D markers. We formulate an optimization problem in which the degrees of freedom are an affine transformation at each template vertex. The objective function is a weighted combination of three measures: proximity of transformed vertices to the range data, similarity between neighboring transformations, and proximity of sparse markers at corresponding locations on the template and target surface. We solve for the transformations with a non-linear optimizer, run at two resolutions to speed convergence. We demonstrate reconstruction and consistent parameterization of 250 human body models. With this parameterized set, we explore a variety of applications for human body modeling, including: morphing, texture transfer, statistical analysis of shape, model fitting from sparse markers, feature analysis to modify multiple correlated parameters (such as the weight and height of an individual), and transfer of surface detail and animation controls from a template to fitted models.
Photo tourism
Tập 25 Số 3 - Trang 835-846 - 2006
Noah Snavely, Steven M. Seitz, Richard Szeliski
We present a system for interactively browsing and exploring large unstructured collections of photographs of a scene using a novel 3D interface. Our system consists of an image-based modeling front end that automatically computes the viewpoint of each photograph as well as a sparse 3D model of the scene and image to model correspondences. Our photo explorer uses image-based rendering techniques to smoothly transition between photographs, while also enabling full 3D navigation and exploration of the set of images and world geometry, along with auxiliary information such as overhead maps. Our system also makes it easy to construct photo tours of scenic or historic locations, and to annotate image details, which are automatically transferred to other relevant images. We demonstrate our system on several large personal photo collections as well as images gathered from Internet photo sharing sites.
A material point method for snow simulation
Tập 32 Số 4 - Trang 1-10 - 2013
Alexey Stomakhin, Craig Schroeder, Lawrence Chai, Joseph Teran, Andrew Selle
Snow is a challenging natural phenomenon to visually simulate. While the graphics community has previously considered accumulation and rendering of snow, animation of snow dynamics has not been fully addressed. Additionally, existing techniques for solids and fluids have difficulty producing convincing snow results. Specifically,wetordensesnow that has both solid- and fluid-like properties is difficult to handle. Consequently, this paper presents a novel snow simulation method utilizing a user-controllable elasto-plastic constitutive model integrated with a hybrid Eulerian/Lagrangian Material Point Method. The method is continuum based and its hybrid nature allows us to use a regular Cartesian grid to automate treatment of self-collision and fracture. It also naturally allows us to derive a grid-based semi-implicit integration scheme that has conditioning independent of the number of Lagrangian particles. We demonstrate the power of our method with a variety of snow phenomena including complex character interactions.
Interactive exploration of design trade-offs
Tập 37 Số 4 - Trang 1-14 - 2018
Adriana Schulz, Harrison Wang, Eitan Grinspun, Justin Solomon, Wojciech Matusik
Typical design for manufacturing applications requires simultaneous optimization of conflicting performance objectives: Design variations that improve one performance metric may decrease another performance metric. In these scenarios, there is no unique optimal design but rather a set of designs that are optimal for different trade-offs (called Pareto-optimal). In this work, we propose a novel approach to discover the Pareto front, allowing designers to navigate the landscape of compromises efficiently. Our approach is based on a first-order approximation of the Pareto front, which allows entire neighborhoods rather than individual points on the Pareto front to be captured. In addition to allowing for efficient discovery of the Pareto front and the corresponding mapping to the design space, this approach allows us to represent the entire trade-off manifold as a small collection of patches that comprise a high-quality and piecewise-smooth approximation. We illustrate how this technique can be used for navigating performance trade-offs in computer-aided design (CAD) models.