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Computer-generated pen-and-ink illustration of trees
We present a method for automatically rendering pen-and-ink illustrations of trees. A given 3-d tree model is illustrated by the tree skeleton and a visual representation of the foliage using abstract drawing primitives. Depth discontinuities are used ...
A simple, efficient method for realistic animation of clouds
This paper proposes a simple and computationally inexpensive method for animation of clouds. The cloud evolution is simulated using cellular automaton that simplifies the dynamics of cloud formation. The dynamics are expressed by several simple ...
Animating explosions
In this paper, we introduce techniques for animating explosions and their effects. The primary effect of an explosion is a disturbance that causes a shock wave to propagate through the surrounding medium. The disturbance determines the behavior of ...
Computer modelling of fallen snow
In this paper, we present a new model of snow accumulation and stability for computer graphics. Our contribution is divided into two major components, each essential for modelling the appearance of a thick layer of snowfall on the ground.
Our ...
Time-dependent visual adaptation for fast realistic image display
Human vision takes time to adapt to large changes in scene intensity, and these transient adjustments have a profound effect on visual appearance. This paper offers a new operator to include these appearance changes in animations or interactive real-...
Toward a psychophysically-based light reflection model for image synthesis
In this paper we introduce a new light reflection model for image synthesis based on experimental studies of surface gloss perception. To develop the model, we've conducted two experiments that explore the relationships between the physical parameters ...
A microfacet-based BRDF generator
A method is presented that takes as an input a 2D microfacet orientation distribution and produces a 4D bidirectional reflectance distribution function (BRDF). This method differs from previous microfacet-based BRDF models in that it uses a simple ...
Monte Carlo evaluation of non-linear scattering equations for subsurface reflection
We describe a new mathematical framework for solving a wide variety of rendering problems based on a non-linear integral scattering equation. This framework treats the scattering functions of complex aggregate objects as first-class rendering primitives;...
Displaced subdivision surfaces
In this paper we introduce a new surface representing, the displaced subdivision surface. It represents a detailed surface model as a scalar-valued displacement over a smooth domain surface. Our representation defines both the domain surface and the ...
Normal meshes
Normal meshes are new fundamental surface descriptions inspired by differential geometry. A normal mesh is a multiresolution mesh where each level can be written as a normal offset from a coarser version. Hence the mesh can be stored with a single float ...
√3-subdivision
A new stationary subdivision scheme is presented which performs slower topological refinement than the usual dyadic split operation. The number of triangles increases in every step by a factor of 3 instead of 4. Applying the subdivision operator twice ...
Piecewise smooth subdivision surfaces with normal control
In this paper we introduce improved rules for Catmull-Clark and Loop subdivision that overcome several problems with the original schemes, namely, lack of smoothness at extraordinary boundary vertices and folds near concave corners. In addition, our ...
Environment matting extensions: towards higher accuracy and real-time capture
Environment matting is a generalization of traditional bluescreen matting. By photographing an object in front of a sequence of structured light backdrops, a set of approximate light-transport paths through the object can be computed. The original ...
The digital Michelangelo project: 3D scanning of large statues
- Marc Levoy,
- Kari Pulli,
- Brian Curless,
- Szymon Rusinkiewicz,
- David Koller,
- Lucas Pereira,
- Matt Ginzton,
- Sean Anderson,
- James Davis,
- Jeremy Ginsberg,
- Jonathan Shade,
- Duane Fulk
We describe a hardware and software system for digitizing the shape and color of large fragile objects under non-laboratory conditions. Our system employs laser triangulation rangefinders, laser time-of-flight rangefinders, digital still cameras, and a ...
Acquiring the reflectance field of a human face
We present a method to acquire the reflectance field of a human face and use these measurements to render the face under arbitrary changes in lighting and viewpoint. We first acquire images of the face from a small set of viewpoints under a dense ...
As-rigid-as-possible shape interpolation
We present an object-space morphing technique that blends the interiors of given two- or three-dimensional shapes rather than their boundaries. The morph is rigid in the sense that local volumes are least-distorting as they vary from their source to ...
Pose space deformation: a unified approach to shape interpolation and skeleton-driven deformation
Pose space deformation generalizes and improves upon both shape interpolation and common skeleton-driven deformation techniques. This deformation approach proceeds from the observation that several types of deformation can be uniformly represented as ...
The EMOTE model for effort and shape
Human movements include limb gestures and postural attitude. Although many computer animation researchers have studied these classes of movements, procedurally generated movements still lack naturalness. We argue that looking only at the psychological ...
Style machines
We approach the problem of stylistic motion synthesis by learning motion patterns from a highly varied set of motion capture sequences. Each sequence may have a distinct choreography, performed in a distinct sytle. Learning identifies common ...
Timewarp rigid body simulation
The traditional high-level algorithms for rigid body simulation work well for moderate numbers of bodies but scale poorly to systems of hundreds or more moving, interacting bodies. The problem is unnecessary synchronization implicit in these methods. ...
Interactive control for physically-based animation
We propose the use of interactive, user-in-the-loop techniques for controlling physically-based animated characters. With a suitably designed interface, the continuous and discrete input actions afforded by a standard mouse and keyboard allow for the ...
Interactive manipulation of rigid body simulations
Physical simulation of dynamic objects has become commonplace in computer graphics because it produces highly realistic animations. In this paradigm the animator provides few physical parameters such as the objects' initial positions and velocities, and ...
Sampling plausible solutions to multi-body constraint problems
Traditional collision intensive multi-body simulations are difficult to control due to extreme sensitivity to initial conditions or model parameters. Furthermore, there may be multiple ways to achieve any one goal, and it may be difficult to codify a ...
Conservative volumetric visibility with occluder fusion
Visibility determination is a key requirement in a wide range of graphics algorithms. This paper introduces a new approach to the computation of volume visibility, the detection of occluded portions of space as seen from a given region. The method is ...
Conservative visibility preprocessing using extended projections
Visualization of very complex scenes can be significantly accelerated using occlusion culling. In this paper we present a visibility preprocessing method which efficiently computes potentially visible geometry for volumetric viewing cells. We introduce ...
Adaptively sampled distance fields: a general representation of shape for computer graphics
Adaptively Sampled Distance Fields (ADFs) are a unifying representation of shape that integrate numerous concepts in computer graphics including the representation of geometry and volume data and a broad range of processing operations such as rendering, ...
Patching Catmull-Clark meshes
Named after the title, the PCCM transformation is a simple, explicit algorithm that creates large, smoothly joining bicubic Nurbs patches from a refined Catmull-Clark subdivision mesh. The resulting patches are maximally large in the sense that one ...
Out-of-core simplification of large polygonal models
We present an algorithm for out-of-core simplification of large polygonal datasets that are too complex to fit in main memory. The algorithm extends the vertex clustering scheme of Rossignac and Borrel [13] by using error quadric information for the ...
Face fixer: compressing polygon meshes with properties
Most schemes to compress the topology of a surface mesh have been developed for the lowest common denominator: triangulated meshes. We propose a scheme that handles the topology of arbitrary polygon meshes. It encodes meshes directly in their polygonal ...
Progressive geometry compression
We propose a new progressive compression scheme for arbitrary topology, highly detailed and densely sampled meshes arising from geometry scanning. We observe that meshes consist of three distinct components: geometry, parameter, and connectivity ...
Index Terms
- Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Recommendations
Acceptance Rates
Year | Submitted | Accepted | Rate |
---|---|---|---|
SIGGRAPH '11 | 432 | 82 | 19% |
SIGGRAPH '10 | 390 | 103 | 26% |
SIGGRAPH '09 | 439 | 78 | 18% |
SIGGRAPH '08 | 518 | 90 | 17% |
SIGGRAPH '07 | 455 | 108 | 24% |
SIGGRAPH '06 | 474 | 86 | 18% |
SIGGRAPH '05 | 461 | 98 | 21% |
SIGGRAPH '04 | 478 | 83 | 17% |
SIGGRAPH '03 | 424 | 81 | 19% |
SIGGRAPH '02 | 358 | 67 | 19% |
SIGGRAPH '01 | 300 | 65 | 22% |
SIGGRAPH '00 | 304 | 59 | 19% |
SIGGRAPH '99 | 320 | 52 | 16% |
SIGGRAPH '98 | 303 | 45 | 15% |
SIGGRAPH '97 | 265 | 48 | 18% |
SIGGRAPH '96 | 247 | 52 | 21% |
SIGGRAPH '95 | 257 | 56 | 22% |
SIGGRAPH '94 | 242 | 57 | 24% |
SIGGRAPH '93 | 225 | 46 | 20% |
SIGGRAPH '92 | 213 | 45 | 21% |
SIGGRAPH '90 | 210 | 43 | 20% |
SIGGRAPH '89 | 190 | 38 | 20% |
SIGGRAPH '88 | 161 | 34 | 21% |
SIGGRAPH '87 | 140 | 33 | 24% |
SIGGRAPH '85 | 175 | 35 | 20% |
SIGGRAPH '84 | 118 | 41 | 35% |
SIGGRAPH '81 | 132 | 38 | 29% |
SIGGRAPH '80 | 140 | 52 | 37% |
SIGGRAPH '79 | 110 | 43 | 39% |
SIGGRAPH '78 | 120 | 64 | 53% |
Overall | 8,601 | 1,822 | 21% |