bluuebunny/crossref_metadata_2025 huggingface dataset:
Seamless surface mappings
Authors: Aigerman Noam , Poranne Roi , Lipman Yaron
Published: July 2015

We introduce a method for computing seamless bijective mappings between two surface-meshes that interpolates a given set of correspondences.

A common approach for computing a map between surfaces is to cut the surfaces to disks, flatten them to the plane, and extract the mapping from the flattenings by composing one flattening with the inverse of the other. So far, a significant drawback in this class of techniques is that the choice of cuts introduces a bias in the computation of the map that often causes visible artifacts and wrong correspondences.

In this paper we develop a surface mapping technique that is indifferent to the particular cut choice. This is achieved by a novel type of surface flattenings that encodes this cut-invariance, and when optimized with a suitable energy functional results in a seamless surface-to-surface map.

We show the algorithm enables producing high-quality seamless bijective maps for pairs of surfaces with a wide range of shape variability and from a small number of prescribed correspondences. We also used this framework to produce three-way, consistent and seamless mappings for triplets of surfaces.
The light field stereoscope
Authors: Huang Fu-Chung , Chen Kevin , Wetzstein Gordon
Published: July 2015

Over the last few years, virtual reality (VR) has re-emerged as a technology that is now feasible at low cost via inexpensive cellphone components. In particular, advances of high-resolution micro displays, low-latency orientation trackers, and modern GPUs facilitate immersive experiences at low cost. One of the remaining challenges to further improve visual comfort in VR experiences is the vergence-accommodation conflict inherent to all stereoscopic displays. Accurate reproduction of all depth cues is crucial for visual comfort. By combining well-known stereoscopic display principles with emerging factored light field technology, we present the first wearable VR display supporting high image resolution as well as focus cues. A light field is presented to each eye, which provides more natural viewing experiences than conventional near-eye displays. Since the eye box is just slightly larger than the pupil size, rank-1 light field factorizations are sufficient to produce correct or nearly-correct focus cues;no time-multiplexed image display or gaze tracking is required.We analyze lens distortions in 4D light field space and correct them using the afforded high-dimensional image formation. We also demonstrate significant improvements in resolution and retinal blur quality over related near-eye displays. Finally, we analyze diffraction limits of these types of displays.
Frame field generation through metric customization
Authors: Jiang Tengfei , Fang Xianzhong , Huang Jin , Bao Hujun , Tong Yiying , Desbrun Mathieu
Published: July 2015

This paper presents a new technique for frame field generation. As generic frame fields (with arbitrary anisotropy, orientation, and sizing) can be regarded as cross fields in a specific Riemannian metric, we tackle frame field design by first computing a discrete metric on the input surface that is compatible with a sparse or dense set of input constraints. The final frame field is then found by computing an optimal cross field in this customized metric. We propose frame field design constraints on alignment, size, and skewness at arbitrary locations on the mesh as well as along feature curves, offering much improved flexibility over previous approaches. We demonstrate the advantages of our frame field generation through the automatic quadrangulation of man-made and organic shapes with controllable anisotropy, robust handling of narrow surface strips, and precise feature alignment. We also extend our technique to the design of
n
-vector fields.
Variance analysis for Monte Carlo integration
Authors: Pilleboue Adrien , Singh Gurprit , Coeurjolly David , Kazhdan Michael , Ostromoukhov Victor
Published: July 2015

We propose a new spectral analysis of the variance in Monte Carlo integration, expressed in terms of the power spectra of the sampling pattern and the integrand involved. We build our framework in the Euclidean space using Fourier tools and on the sphere using spherical harmonics. We further provide a theoretical background that explains how our spherical framework can be extended to the hemispherical domain. We use our framework to estimate the variance convergence rate of different state-of-the-art sampling patterns in both the Euclidean and spherical domains, as the number of samples increases. Furthermore, we formulate design principles for constructing sampling methods that can be tailored according to available resources. We validate our theoretical framework by performing numerical integration over several integrands sampled using different sampling patterns.
Single-view hair modeling using a hairstyle database
Authors: Hu Liwen , Ma Chongyang , Luo Linjie , Li Hao
Published: July 2015

Human hair presents highly convoluted structures and spans an extraordinarily wide range of hairstyles, which is essential for the digitization of compelling virtual avatars but also one of the most challenging to create. Cutting-edge hair modeling techniques typically rely on expensive capture devices and significant manual labor. We introduce a novel data-driven framework that can digitize complete and highly complex 3D hairstyles from a single-view photograph. We first construct a large database of manually crafted hair models from several online repositories. Given a reference photo of the target hairstyle and a few user strokes as guidance, we automatically search for multiple best matching examples from the database and combine them consistently into a single hairstyle to form the large-scale structure of the hair model. We then synthesize the final hair strands by jointly optimizing for the projected 2D similarity to the reference photo, the physical plausibility of each strand, as well as the local orientation coherency between neighboring strands. We demonstrate the effectiveness and robustness of our method on a variety of hairstyles and challenging images, and compare our system with state-of-the-art hair modeling algorithms.
Computational hydrographic printing
Authors: Zhang Yizhong , Yin Chunji , Zheng Changxi , Zhou Kun
Published: July 2015

Hydrographic printing is a well-known technique in industry for transferring color inks on a thin film to the surface of a manufactured 3D object. It enables high-quality coloring of object surfaces and works with a wide range of materials, but suffers from the inability to accurately register color texture to complex surface geometries. Thus, it is hardly usable by ordinary users with customized shapes and textures.

We present
computational hydrographic printing
, a new method that inherits the versatility of traditional hydrographic printing, while also enabling precise alignment of surface textures to possibly complex 3D surfaces. In particular, we propose the first computational model for simulating hydrographic printing process. This simulation enables us to compute a color image to feed into our hydrographic system for precise texture registration. We then build a physical hydrographic system upon off-the-shelf hardware, integrating virtual simulation, object calibration and controlled immersion. To overcome the difficulty of handling complex surfaces, we further extend our method to enable multiple immersions, each with a different object orientation, so the combined colors of individual immersions form a desired texture on the object surface. We validate the accuracy of our computational model through physical experiments, and demonstrate the efficacy and robustness of our system using a variety of objects with complex surface textures.
Learning shape placements by example
Authors: Guerrero Paul , Jeschke Stefan , Wimmer Michael , Wonka Peter
Published: July 2015

We present a method to learn and propagate
shape placements
in 2D polygonal scenes from a few examples provided by a user. The placement of a shape is modeled as an oriented bounding box. Simple geometric relationships between this bounding box and nearby scene polygons define a
feature set
for the placement. The feature sets of all example placements are then used to learn a probabilistic model over all possible placements and scenes. With this model, we can generate a new set of placements with similar geometric relationships in any given scene. We introduce extensions that enable propagation and generation of shapes in 3D scenes, as well as the application of a learned modeling
session
to large scenes without additional user interaction. These concepts allow us to generate complex scenes with thousands of objects with relatively little user interaction.
3DFlow
Authors: Denning Jonathan D. , Tibaldo Valentina , Pellacini Fabio
Published: July 2015

Mesh editing software is improving, allowing skilled artists to create detailed meshes efficiently. For a variety of reasons, artists are interested in sharing not just their final mesh but also their whole workflow, though the common media for sharing has limitations. In this paper, we present
3DFlow
, an algorithm that computes continuous summarizations of mesh editing workflows.
3DFlow
takes as input a sequence of meshes and outputs a visualization of the workflow summarized at any level of detail. The output is enhanced by highlighting edited regions and, if provided, overlaying visual annotations to indicated the artist's work, e.g. summarizing brush strokes in sculpting. We tested
3DFlow
with a large set of inputs using a variety of mesh editing techniques, from digital sculpting to low-poly modeling, and found
3DFlow
performed well for all. Furthermore,
3DFlow
is independent of the modeling software used because it requires only mesh snapshots, and uses the additional information only for optional overlays. We release
3DFlow
as open source for artists to showcase their work and release all our datasets so other researchers can improve upon our work.
Facial performance sensing head-mounted display
Authors: Li Hao , Trutoiu Laura , Olszewski Kyle , Wei Lingyu , Trutna Tristan , Hsieh Pei-Lun , Nicholls Aaron , Ma Chongyang
Published: July 2015

There are currently no solutions for enabling direct face-to-face interaction between virtual reality (VR) users wearing head-mounted displays (HMDs). The main challenge is that the headset obstructs a significant portion of a user's face, preventing effective facial capture with traditional techniques. To advance virtual reality as a next-generation communication platform, we develop a novel HMD that enables 3D facial performance-driven animation in real-time. Our wearable system uses ultra-thin flexible electronic materials that are mounted on the foam liner of the headset to measure surface strain signals corresponding to upper face expressions. These strain signals are combined with a head-mounted RGB-D camera to enhance the tracking in the mouth region and to account for inaccurate HMD placement. To map the input signals to a 3D face model, we perform a single-instance offline training session for each person. For reusable and accurate online operation, we propose a short calibration step to readjust the Gaussian mixture distribution of the mapping before each use. The resulting animations are visually on par with cutting-edge depth sensor-driven facial performance capture systems and hence, are suitable for social interactions in virtual worlds.
Hexahedral mesh re-parameterization from aligned base-complex
Authors: Gao Xifeng , Deng Zhigang , Chen Guoning
Published: July 2015

Recently, generating a high quality all-hex mesh of a given volume has gained much attention. However, little, if any, effort has been put into the optimization of the hex-mesh structure, which is equally important to the local element quality of a hex-mesh that may influence the performance and accuracy of subsequent computations. In this paper, we present a first and complete pipeline to optimize the global structure of a hex-mesh. Specifically, we first extract the
base-complex
of a hex-mesh and study the misalignments among its singularities by adapting the previously introduced hexahedral sheets to the base-complex. Second, we identify the valid removal
base-complex
sheets from the base-complex that contain misaligned singularities. We then propose an effective algorithm to remove these valid removal sheets in order. Finally, we present a structure-aware optimization strategy to improve the geometric quality of the resulting hex-mesh after fixing the misalignments. Our experimental results demonstrate that our pipeline can significantly reduce the number of components of a variety of hex-meshes generated by state-of-the-art methods, while maintaining high geometric quality.
Real-time high-fidelity facial performance capture
Authors: Cao Chen , Bradley Derek , Zhou Kun , Beeler Thabo
Published: July 2015

We present the first real-time high-fidelity facial capture method. The core idea is to enhance a global real-time face tracker, which provides a low-resolution face mesh, with local regressors that add in medium-scale details, such as expression wrinkles. Our main observation is that although wrinkles appear in different scales and at different locations on the face, they are locally very self-similar and their visual appearance is a direct consequence of their local shape. We therefore train local regressors from high-resolution capture data in order to predict the local geometry from local appearance at runtime. We propose an automatic way to detect and align the local patches required to train the regressors and run them efficiently in real-time. Our formulation is particularly designed to enhance the low-resolution global tracker with exactly the missing expression frequencies, avoiding superimposing spatial frequencies in the result. Our system is generic and can be applied to any real-time tracker that uses a global prior, e.g. blend-shapes. Once trained, our online capture approach can be applied to any new user without additional training, resulting in high-fidelity facial performance reconstruction with person-specific wrinkle details from a monocular video camera in real-time.
Color imaging and pattern hiding on a metallic substrate
Authors: Pjanic Petar , Hersch Roger D.
Published: July 2015

We present a new approach for the reproduction of color images on a metallic substrate that look bright and colorful under specular reflection observation conditions and also look good under non-specular reflection observation conditions. We fit amounts of both the white ink and the classical cyan, magenta and yellow inks according to a formula optimizing the reproduction of colors simultaneously under specular and non-specular observation conditions. In addition, we can hide patterns such as text or graphical symbols in one viewing mode, specular or non-specular, and reveal them in the other viewing mode. We rely on the trade-off between amounts of white diffuse ink and amounts of cyan, magenta and yellow inks to control lightness in specular and in non-specular observation conditions. Further effects are grayscale images that alternate from a first image to a second independent image when tilting the print from specular to non-specular reflection observation conditions. Applications comprise art and entertainment, publicity, posters, as well as document security.
Multi-scale modeling and rendering of granular materials
Authors: Meng Johannes , Papas Marios , Habel Ralf , Dachsbacher Carsten , Marschner Steve , Gross Markus , Jarosz Wojciech
Published: July 2015

We address the problem of modeling and rendering granular materials---such as large structures made of sand, snow, or sugar---where an aggregate object is composed of many randomly oriented, but discernible grains. These materials pose a particular challenge as the complex scattering properties of individual grains, and their packing arrangement, can have a dramatic effect on the large-scale appearance of the aggregate object. We propose a multi-scale modeling and rendering framework that adapts to the structure of scattered light at different scales. We rely on path tracing the individual grains only at the finest scale, and---by decoupling individual grains from their arrangement---we develop a modular approach for simulating longer-scale light transport. We model light interactions within and across grains as separate processes and leverage this decomposition to derive parameters for classical radiative transport, including standard volumetric path tracing and a diffusion method that can quickly summarize the large scale transport due to many grain interactions. We require only a one-time precomputation per exemplar grain, which we can then reuse for arbitrary aggregate shapes and a continuum of different packing rates and scales of grains. We demonstrate our method on scenes containing mixtures of tens of millions of individual, complex, specular grains that would be otherwise infeasible to render with standard techniques.
Architecture-scale human-assisted additive manufacturing
Authors: Yoshida Hironori , Igarashi Takeo , Obuchi Yusuke , Takami Yosuke , Sato Jun , Araki Mika , Miki Masaaki , Nagata Kosuke , Sakai Kazuhide , Igarashi Syunsuke
Published: July 2015

Recent digital fabrication tools have opened up accessibility to personalized rapid prototyping; however, such tools are limited to product-scale objects. The materials currently available for use in 3D printing are too fine for large-scale objects, and CNC gantry sizes limit the scope of printable objects. In this paper, we propose a new method for printing architecture-scale objects. Our proposal includes three developments: (i) a construction material consisting of chopsticks and glue, (ii) a handheld chopstick dispenser, and (iii) a printing guidance system that uses projection mapping. The proposed chopstickglue material is cost effective, environmentally sustainable, and can be printed more quickly than conventional materials. The developed handheld dispenser enables consistent feeding of the chopstickglue material composite. The printing guidance system --- consisting of a depth camera and a projector --- evaluates a given shape in real time and indicates where humans should deposit chopsticks by projecting a simple color code onto the form under construction. Given the mechanical specifications of the stickglue composite, an experimental pavilion was designed as a case study of the proposed method and built without scaffoldings and formworks. The case study also revealed several fundamental limitations, such as the projector does not work in daylight, which requires future investigations.
Linear subspace design for real-time shape deformation
Authors: Wang Yu , Jacobson Alec , Barbič Jernej , Kavan Ladislav
Published: July 2015

We propose a method to design linear deformation subspaces, unifying linear blend skinning and generalized barycentric coordinates. Deformation subspaces cut down the time complexity of variational shape deformation methods and physics-based animation (reduced-order physics). Our subspaces feature many desirable properties: interpolation, smoothness, shape-awareness, locality, and both constant and linear precision. We achieve these by minimizing a quadratic deformation energy, built via a discrete Laplacian inducing linear precision on the domain boundary. Our main advantage is speed: subspace bases are solutions to a sparse linear system, computed interactively even for generously tessellated domains. Users may seamlessly switch between applying transformations at handles and
editing the subspace
by adding, removing or relocating control handles. The combination of fast computation and good properties means that designing the
right
subspace is now just as creative as manipulating handles. This paradigm shift in handle-based deformation opens new opportunities to explore the space of shape deformations.
Real-time hyperlapse creation via optimal frame selection
Authors: Joshi Neel , Kienzle Wolf , Toelle Mike , Uyttendaele Matt , Cohen Michael F.
Published: July 2015

Long videos can be played much faster than real-time by recording only one frame per second or by dropping all but one frame each second, i.e., by creating a
timelapse.
Unstable hand-held moving videos can be
stabilized
with a number of recently described methods. Unfortunately, creating a stabilized timelapse, or
hyperlapse
, cannot be achieved through a simple combination of these two methods. Two hyperlapse methods have been previously demonstrated: one with high computational complexity and one requiring special sensors. We present an algorithm for creating hyperlapse videos that can handle significant high-frequency camera motion and runs in real-time on HD video. Our approach does not require sensor data, thus can be run on videos captured on any camera. We optimally select frames from the input video that best match a desired target speed-up while also resulting in the smoothest possible camera motion. We evaluate our approach using several input videos from a range of cameras and compare these results to existing methods.
Reduced-order shape optimization using offset surfaces
Authors: Musialski Przemyslaw , Auzinger Thomas , Birsak Michael , Wimmer Michael , Kobbelt Leif
Published: July 2015

Given the 2-manifold surface of a 3d object, we propose a novel method for the computation of an offset surface with varying thickness such that the solid volume between the surface and its offset satisfies a set of prescribed constraints and at the same time minimizes a given objective functional. Since the constraints as well as the objective functional can easily be adjusted to specific application requirements, our method provides a flexible and powerful tool for shape optimization. We use manifold harmonics to derive a reduced-order formulation of the optimization problem, which guarantees a smooth offset surface and speeds up the computation independently from the input mesh resolution without affecting the quality of the result. The constrained optimization problem can be solved in a numerically robust manner with commodity solvers. Furthermore, the method allows simultaneously optimizing an inner and an outer offset in order to increase the degrees of freedom. We demonstrate our method in a number of examples where we control the physical mass properties of rigid objects for the purpose of 3d printing.
Advanced procedural modeling of architecture
Authors: Schwarz Michael , Müller Pascal
Published: July 2015

We present the novel grammar language CGA++ for the procedural modeling of architecture. While existing grammar-based approaches can produce stunning results, they are limited in what modeling scenarios can be realized. In particular, many context-sensitive tasks are precluded, not least because within the rules specifying how one shape is refined, the necessary knowledge about other shapes is not available. Transcending such limitations, CGA++ significantly raises the expressiveness and offers a generic and integrated solution for many advanced procedural modeling problems. Pivotally, CGA++ grants first-class citizenship to shapes, enabling, within a grammar, directly accessing shapes and shape trees, operations on multiple shapes, rewriting shape (sub)trees, and spawning new trees (e.g., to explore multiple alternatives). The new linguistic device of events allows coordination across multiple shapes, featuring powerful dynamic grouping and synchronization. Various examples illustrate CGA++, demonstrating solutions to previously infeasible modeling challenges.
Convolutional wasserstein distances
Authors: Solomon Justin , de Goes Fernando , Peyré Gabriel , Cuturi Marco , Butscher Adrian , Nguyen Andy , Du Tao , Guibas Leonidas
Published: July 2015

This paper introduces a new class of algorithms for optimization problems involving optimal transportation over geometric domains. Our main contribution is to show that optimal transportation can be made tractable over large domains used in graphics, such as images and triangle meshes, improving performance by orders of magnitude compared to previous work. To this end, we approximate optimal transportation distances using entropic regularization. The resulting objective contains a geodesic distance-based kernel that can be approximated with the heat kernel. This approach leads to simple iterative numerical schemes with linear convergence, in which each iteration only requires Gaussian convolution or the solution of a sparse, pre-factored linear system. We demonstrate the versatility and efficiency of our method on tasks including reflectance interpolation, color transfer, and geometry processing.
Data-driven interactive quadrangulation
Authors: Marcias Giorgio , Takayama Kenshi , Pietroni Nico , Panozzo Daniele , Sorkine-Hornung Olga , Puppo Enrico , Cignoni Paolo
Published: July 2015

We propose an interactive quadrangulation method based on a large collection of patterns that are learned from models manually designed by artists. The patterns are distilled into compact quadrangulation rules and stored in a database. At run-time, the user draws strokes to define patches and desired edge flows, and the system queries the database to extract fitting patterns to tessellate the sketches' interiors. The quadrangulation patterns are general and can be applied to tessellate large regions while controlling the positions of the singularities and the edge flow. We demonstrate the effectiveness of our algorithm through a series of live retopology sessions and an informal user study with three professional artists.
Intuitive and efficient camera control with the toric space
Authors: Lino Christophe , Christie Marc
Published: July 2015

A large range of computer graphics applications such as data visualization or virtual movie production require users to position and move viewpoints in 3D scenes to effectively convey visual information or tell stories. The desired viewpoints and camera paths are required to satisfy a number of visual properties (
e.g.
size, vantage angle, visibility, and on-screen position of targets). Yet, existing camera manipulation tools only provide limited interaction methods and automated techniques remain computationally expensive.

In this work, we introduce the
Toric space
, a novel and compact representation for intuitive and efficient virtual camera control. We first show how visual properties are expressed in this Toric space and propose an efficient interval-based search technique for automated viewpoint computation. We then derive a novel screen-space manipulation technique that provides intuitive and real-time control of visual properties. Finally, we propose an effective viewpoint interpolation technique which ensures the continuity of visual properties along the generated paths. The proposed approach (i) performs better than existing automated viewpoint computation techniques in terms of speed and precision, (ii) provides a screen-space manipulation tool that is more efficient than classical manipulators and easier to use for beginners, and (iii) enables the creation of complex camera motions such as long takes in a very short time and in a controllable way. As a result, the approach should quickly find its place in a number of applications that require interactive or automated camera control such as 3D modelers, navigation tools or 3D games.
Stable constrained dynamics
Authors: Tournier Maxime , Nesme Matthieu , Gilles Benjamin , Faure François
Published: July 2015

We present a unification of the two main approaches to simulate deformable solids, namely elasticity and constraints. Elasticity accurately handles soft to moderately stiff objects, but becomes numerically hard as stiffness increases. Constraints efficiently handle high stiffness, but when integrated in time they can suffer from instabilities in the nullspace directions, generating spurious transverse vibrations when pulling hard on thin inextensible objects or articulated rigid bodies. We show that geometric stiffness, the tensor encoding the change of force directions (as opposed to intensities) in response to a change of positions, is the missing piece between the two approaches. This previously neglected stiffness term is easy to implement and dramatically improves the stability of inextensible objects and articulated chains, without adding artificial bending forces. This allows time step increases up to several orders of magnitude using standard linear solvers.
Dyadic T-mesh subdivision
Authors: Kovacs Denis , Bisceglio Justin , Zorin Denis
Published: July 2015

Meshes with T-joints (T-meshes) and related high-order surfaces have many advantages in situations where flexible local refinement is needed. At the same time, designing subdivision rules and bases for T-meshes is much more difficult, and fewer options are available. For common geometric modeling tasks it is desirable to retain the simplicity and flexibility of commonly used subdivision surfaces, and extend them to handle T-meshes.

We propose a subdivision scheme extending Catmull-Clark and NURSS to a special class of quad T-meshes, dyadic T-meshes, which have no more than one T-joint per edge. Our scheme is based on a factorization with the same structure as Catmull-Clark subdivision. On regular T-meshes it is a refinement scheme for a subset of standard T-splines. While we use more variations of subdivision masks compared to Catmull-Clark and NURSS, the minimal size of the stencil is maintained, and all variations in formulas are due to simple changes in coefficients.
WorldBrush
Authors: Emilien Arnaud , Vimont Ulysse , Cani Marie-Paule , Poulin Pierre , Benes Bedrich
Published: July 2015

We present a novel approach for the interactive synthesis and editing of virtual worlds. Our method is inspired by painting operations and uses methods for statistical example-based synthesis to automate content synthesis and deformation. Our real-time approach takes a form of local inverse procedural modeling based on intermediate statistical models: selected regions of procedurally and manually constructed example scenes are analyzed, and their parameters are stored as
distributions
in a palette, similar to colors on a painter's palette. These
distributions
can then be interactively applied with brushes and combined in various ways, like in painting systems. Selected regions can also be moved or stretched while maintaining the consistency of their content. Our method captures both distributions of elements and structured objects, and models their interactions. Results range from the interactive editing of 2D artwork maps to the design of 3D virtual worlds, where constraints set by the terrain's slope are also taken into account.
Codimensional non-Newtonian fluids
Authors: Zhu Bo , Lee Minjae , Quigley Ed , Fedkiw Ronald
Published: July 2015

We present a novel method to simulate codimensional non-Newtonian fluids on simplicial complexes. Our method extends previous work for codimensional incompressible flow to various types of non-Newtonian fluids including both shear thinning and thickening, Bingham plastics, and elastoplastics. We propose a novel time integration scheme for semi-implicitly treating elasticity, which when combined with a semi-implicit method for variable viscosity alleviates the need for small time steps. Furthermore, we propose an improved treatment of viscosity on the rims of thin fluid sheets that allows us to capture their elusive, visually appealing twisting motion. In order to simulate complex phenomena such as the mixing of colored paint, we adopt a multiple level set framework and propose a discretization on simplicial complexes that facilitates the tracking of material interfaces across codimensions. We demonstrate the efficacy of our approach by simulating a wide variety of non-Newtonian fluid phenomena exhibiting various codimensional features.
Restoring the missing vorticity in advection-projection fluid solvers
Authors: Zhang Xinxin , Bridson Robert , Greif Chen
Published: July 2015

Most visual effects fluid solvers use a time-splitting approach where velocity is first advected in the flow, then projected to be incompressible with pressure. Even if a highly accurate advection scheme is used, the self-advection step typically transfers some kinetic energy from divergence-free modes into divergent modes, which are then projected out by pressure, losing energy noticeably for large time steps. Instead of taking smaller time steps or using significantly more complex time integration, we propose a new scheme called IVOCK (Integrated Vorticity of Convective Kinematics) which cheaply captures much of what is lost in self-advection by identifying it as a violation of the vorticity equation. We measure vorticity on the grid before and after advection, taking into account vortex stretching, and use a cheap multigrid V-cycle approximation to a vector potential whose curl will correct the vorticity error. IVOCK works independently of the advection scheme (we present examples with various semi-Lagrangian methods and FLIP), works independently of how boundary conditions are applied (it just corrects error in advection, leaving pressure etc. to take care of boundaries and other forces), and other solver parameters (we provide smoke, fire, and water examples). For 10 ~ 25% extra computation time per step much larger steps can be used, while producing detailed vorticial structures and convincing turbulence that are lost without correction.
LazyFluids
Authors: Jamriška Ondřej , Fišer Jakub , Asente Paul , Lu Jingwan , Shechtman Eli , Sýkora Daniel
Published: July 2015

In this paper we present a novel approach to appearance transfer for fluid animations based on flow-guided texture synthesis. In contrast to common practice where pre-captured sets of fluid elements are combined in order to achieve desired motion and look, we bring the possibility of fine-tuning motion properties in advance using CG techniques, and then transferring the desired look from a selected appearance exemplar. We demonstrate that such a practical work-flow cannot be simply implemented using current state-of-the-art techniques, analyze what the main obstacles are, and propose a solution to resolve them. In addition, we extend the algorithm to allow for synthesis with rich boundary effects and video exemplars. Finally, we present numerous results that demonstrate the versatility of the proposed approach.
By-example synthesis of structurally sound patterns
Authors: Dumas Jérémie , Lu An , Lefebvre Sylvain , Wu Jun , Dick Christian
Published: July 2015

Several techniques exist to automatically synthesize a 2D image resembling an input exemplar texture. Most of the approaches optimize a new image so that the color neighborhoods in the output closely match those in the input, across all scales. In this paper we revisit by-example texture synthesis in the context of additive manufacturing. Our goal is to generate not only colors, but also structure along output surfaces: given an exemplar indicating 'solid' and 'empty' pixels, we generate a similar pattern along the output surface. The core challenge is to guarantee that the pattern is not only fully connected, but also structurally sound.

To achieve this goal we propose a novel formulation for on-surface by-example texture synthesis that directly works in a voxel shell around the surface. It enables efficient local updates to the pattern, letting our structural optimizer perform changes that improve the overall rigidity of the pattern. We use this technique in an iterative scheme that jointly optimizes for
appearance and structural soundness.
We consider fabricability constraints and a user-provided description of a force profile that the object has to resist.

Our results fully exploit the capabilities of additive manufacturing by letting users design intricate structures along surfaces. The structures are complex, yet they resemble input exemplars, resulting in a modeling tool accessible to casual users.
Animating human dressing
Authors: Clegg Alexander , Tan Jie , Turk Greg , Liu C. Karen
Published: July 2015

Dressing is one of the most common activities in human society. Perfecting the skill of dressing can take an average child three to four years of daily practice. The challenge is primarily due to the combined difficulty of coordinating different body parts and manipulating soft and deformable objects (clothes). We present a technique to synthesize human dressing by controlling a human character to put on an article of simulated clothing. We identify a set of
primitive actions
which account for the vast majority of motions observed in human dressing. These primitive actions can be assembled into a variety of motion sequences for dressing different garments with different styles. Exploiting both feed-forward and feedback control mechanisms, we develop a dressing controller to handle each of the primitive actions. The controller plans a path to achieve the action goal while making constant adjustments locally based on the current state of the simulated cloth when necessary. We demonstrate that our framework is versatile and able to animate dressing with different clothing types including a jacket, a pair of shorts, a robe, and a vest. Our controller is also robust to different cloth mesh resolutions which can cause the cloth simulator to generate significantly different cloth motions. In addition, we show that the same controller can be extended to assistive dressing.
The SGGX microflake distribution
Authors: Heitz Eric , Dupuy Jonathan , Crassin Cyril , Dachsbacher Carsten
Published: July 2015

We introduce the
Symmetric GGX
(SGGX) distribution to represent spatially-varying properties of anisotropic microflake participating media. Our key theoretical insight is to represent a microflake distribution by the projected area of the microflakes. We use the projected area to parameterize the shape of an ellipsoid, from which we recover a distribution of normals. The representation based on the projected area allows for robust linear interpolation and prefiltering, and thanks to its geometric interpretation, we derive closed form expressions for all operations used in the microflake framework. We also incorporate microflakes with diffuse reflectance in our theoretical framework.

This allows us to model the appearance of rough diffuse materials in addition to rough specular materials. Finally, we use the idea of sampling the distribution of visible normals to design a perfect importance sampling technique for our SGGX microflake phase functions. It is analytic, deterministic, simple to implement, and one order of magnitude faster than previous work.
Bounded distortion harmonic mappings in the plane
Authors: Chen Renjie , Weber Ofir
Published: July 2015

We present a framework for the computation of harmonic and conformal mappings in the plane with mathematical guarantees that the computed mappings are C
∞
, locally injective and satisfy strict bounds on the conformal and isometric distortion. Such mappings are very desirable in many computer graphics and geometry processing applications.

We establish the sufficient and necessary conditions for a harmonic planar mapping to have bounded distortion. Our key observation is that these conditions relate solely to the boundary behavior of the mapping. This leads to an efficient and accurate algorithm that supports handle-based interactive shape-and-image deformation and is demonstrated to outperform other state-of-the-art methods.
Flow aligned surfacing of curve networks
Authors: Pan Hao , Liu Yang , Sheffer Alla , Vining Nicholas , Li Chang-Jian , Wang Wenping
Published: July 2015

We propose a new approach for automatic surfacing of 3D curve networks, a long standing computer graphics problem which has garnered new attention with the emergence of sketch based modeling systems capable of producing such networks. Our approach is motivated by recent studies suggesting that artist-designed curve networks consist of descriptive curves that convey intrinsic shape properties, and are dominated byrepresentative flow linesdesigned to convey the principal curvature lines on the surface. Studies indicate that viewers complete the intended surface shape by envisioning a surface whose curvature lines smoothly blend these flow-line curves. Following these observations we design a surfacing framework that automatically aligns the curvature lines of the constructed surface with the representative flow lines and smoothly interpolates these representative flow, or curvature directions while minimizing undesired curvature variation. Starting with an initial triangle mesh of the network, we dynamically adapt the mesh to maximize the agreement between the principal curvature direction field on the surface and a smoothflow fieldsuggested by the representative flow-line curves. Our main technical contribution is a framework for curvature-based surface modeling, that facilitates the creation of surfaces with prescribed curvature characteristics. We validate our method via visual inspection, via comparison to artist created and ground truth surfaces, as well as comparison to prior art, and confirm that our results are well aligned with the computed flow fields and with viewer perception of the input networks.
Fab forms
Authors: Shugrina Maria , Shamir Ariel , Matusik Wojciech
Published: July 2015

We address the problem of allowing casual users to customize parametric models while maintaining their valid state as 3D-printable functional objects. We define
Fab Form
as any design representation that lends itself to
interactive
customization by a novice user, while remaining
valid and manufacturable.
We propose a method to achieve these
Fab Form
requirements for general parametric designs tagged with a general set of automated validity tests and a small number of parameters exposed to the casual user. Our solution separates
Fab Form
evaluation into a precomputation stage and a runtime stage. Parts of the geometry and design validity (such as manufacturability) are evaluated and stored in the precomputation stage by adaptively sampling the design space. At runtime the remainder of the evaluation is performed. This allows interactive navigation in the valid regions of the design space using an automatically generated Web user interface (UI). We evaluate our approach by converting several parametric models into corresponding
Fab Forms.
RAPter
Authors: Monszpart Aron , Mellado Nicolas , Brostow Gabriel J. , Mitra Niloy J.
Published: July 2015

With the proliferation of acquisition devices, gathering massive volumes of 3D data is now easy. Processing such large masses of pointclouds, however, remains a challenge. This is particularly a problem for raw scans with missing data, noise, and varying sampling density. In this work, we present a simple, scalable, yet powerful data reconstruction algorithm. We focus on reconstruction of man-made scenes as regular arrangements of planes (RAP), thereby selecting both local plane-based approximations along with their global inter-plane relations. We propose a novel selection formulation to directly balance between data fitting and the simplicity of the resulting arrangement of extracted planes. The main technical contribution is a formulation that allows less-dominant orientations to still retain their internal regularity, and not become overwhelmed and regularized by the dominant scene orientations. We evaluate our approach on a variety of complex 2D and 3D pointclouds, and demonstrate the advantages over existing alternative methods.
The affine particle-in-cell method
Authors: Jiang Chenfanfu , Schroeder Craig , Selle Andrew , Teran Joseph , Stomakhin Alexey
Published: July 2015

Hybrid Lagrangian/Eulerian simulation is commonplace in computer graphics for fluids and other materials undergoing large deformation. In these methods, particles are used to resolve transport and topological change, while a background Eulerian grid is used for computing mechanical forces and collision responses. Particle-in-Cell (PIC) techniques, particularly the Fluid Implicit Particle (FLIP) variants have become the norm in computer graphics calculations. While these approaches have proven very powerful, they do suffer from some well known limitations. The original PIC is stable, but highly dissipative, while FLIP, designed to remove this dissipation, is more noisy and at times, unstable. We present a novel technique designed to retain the stability of the original PIC, without suffering from the noise and instability of FLIP. Our primary observation is that the dissipation in the original PIC results from a loss of information when transferring between grid and particle representations. We prevent this loss of information by augmenting each particle with a locally affine, rather than locally constant, description of the velocity. We show that this not only stably removes the dissipation of PIC, but that it also allows for exact conservation of angular momentum across the transfers between particles and grid.
Aerophones in flatland
Authors: Allen Andrew , Raghuvanshi Nikunj
Published: July 2015

We present the first real-time technique to synthesize full-bandwidth sounds for 2D virtual wind instruments. A novel interactive wave solver is proposed that synthesizes audio at 128,000Hz on commodity graphics cards. Simulating the wave equation captures the resonant and radiative properties of the instrument body automatically. We show that a variety of existing non-linear excitation mechanisms such as reed or lips can be successfully coupled to the instrument's 2D wave field. Virtual musical performances can be created by mapping user inputs to control geometric features of the instrument body, such as tone holes, and modifying parameters of the excitation model, such as blowing pressure. Field visualizations are also produced. Our technique promotes experimentation by providing instant audio-visual feedback from interactive virtual designs. To allow artifact-free audio despite dynamic geometric modification, we present a novel time-varying Perfectly Matched Layer formulation that yields smooth, natural-sounding transitions between notes. We find that visco-thermal wall losses are crucial for musical sound in 2D simulations and propose a practical approximation. Weak non-linearity at high amplitudes is incorporated to improve the sound quality of brass instruments.
Differential effects of prenatal stress on metabolic programming in diet-induced obese and dietary-resistant rats
Authors: Balasubramanian Priya , Varde Pratibha A. , Abdallah Simon Labib , Najjar Sonia M. , MohanKumar P. S. , MohanKumar Sheba M. J.
Published: July 2015

Stress during pregnancy is a known contributing factor for the development of obesity in the offspring. Since maternal obesity is on the rise, we wanted to identify the effects of prenatal stress in the offspring of diet-induced obese (DIO) rats and compare them with the offspring of dietary-resistant (DR) rats. We hypothesized that prenatal stress would make both DIO and DR offspring susceptible to obesity, but the effect would be more pronounced in DIO rats. Pregnant DIO and DR rats were divided into two groups: nonstressed controls (control) and prenatal stress (subjected to restraint stress, three times/day from days 14 to 21 of gestation). After recording birth weight and weaning weight, male offspring were weaned onto a chow diet for 9 wk and shifted to a high-fat (HF) diet for 1 wk. At the end of the 10th wk the animals were euthanized, and visceral adipose mass, blood glucose, serum insulin, and C-peptide levels were measured. Prenatal stress resulted in hyperinsulinemia and higher C-peptide levels without altering caloric intake, body weight gain, or fat mass in the DIO offspring after 1 wk of HF intake, but not in DR offspring. To determine the mechanism underlying the hyperinsulinemia, we measured the levels of CEACAM1 that are responsible for insulin clearance. CEACAM1 levels in the liver were reduced in prenatally stressed DIO offspring after the HF challenge, suggesting that preexisting genetic predisposition in combination with prenatal stress increases the risk for obesity in adulthood, especially when offspring are fed a HF diet.