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research-article
Repulsive Curves
Article No.: 10, Pages 1–21https://doi.org/10.1145/3439429

Curves play a fundamental role across computer graphics, physical simulation, and mathematical visualization, yet most tools for curve design do nothing to prevent crossings or self-intersections. This article develops efficient algorithms for (self-)...

research-article
Temporally Adaptive Shading Reuse for Real-Time Rendering and Virtual Reality
Article No.: 11, Pages 1–14https://doi.org/10.1145/3446790

Temporal coherence has the potential to enable a huge reduction of shading costs in rendering. Existing techniques focus either only on spatial shading reuse or cannot adaptively choose temporal shading frequencies. We find that temporal shading reuse is ...

research-article
Locking-Proof Tetrahedra
Article No.: 12, Pages 1–17https://doi.org/10.1145/3444949

The simulation of incompressible materials suffers from locking when using the standard finite element method (FEM) and coarse linear tetrahedral meshes. Locking increases as the Poisson ratio ν gets close to 0.5 and often lower Poisson ratio values are ...

research-article
A Re-examination of Dichoptic Tone Mapping
Article No.: 13, Pages 1–15https://doi.org/10.1145/3443702

Dichoptic tone mapping methods aim to leverage stereoscopic displays to increase visual detail and contrast in images and videos. These methods, which have been called both binocular tone mapping and dichoptic contrast enhancement, selectively emphasize ...

research-article
Open Access
Modeling of Personalized Anatomy Using Plastic Strains
Article No.: 14, Pages 1–21https://doi.org/10.1145/3443703

We present a method for modeling solid objects undergoing large spatially varying and/or anisotropic strains, and use it to reconstruct human anatomy from medical images. Our novel shape deformation method uses plastic strains and the finite element ...

research-article
Frictional Contact on Smooth Elastic Solids
Article No.: 15, Pages 1–17https://doi.org/10.1145/3446663

Frictional contact between deformable elastic objects remains a difficult simulation problem in computer graphics. Traditionally, contact has been resolved using sophisticated collision detection schemes and methods that build on the assumption that ...

research-article
Open Access
GPU Accelerated Path Tracing of Massive Scenes
Article No.: 16, Pages 1–17https://doi.org/10.1145/3447807

This article presents a solution to path tracing of massive scenes on multiple GPUs. Our approach analyzes the memory access pattern of a path tracer and defines how the scene data should be distributed across up to 16 GPUs with minimal effect on ...

research-article
Selective Region-based Photo Color Adjustment for Graphic Designs
Article No.: 17, Pages 1–16https://doi.org/10.1145/3447647

When adding a photo onto a graphic design, professional graphic designers often adjust its colors based on some target colors obtained from the brand or product to make the entire design more memorable to audiences and establish a consistent brand ...

research-article
Differentiable Compound Optics and Processing Pipeline Optimization for End-to-end Camera Design
Article No.: 18, Pages 1–19https://doi.org/10.1145/3446791

Most modern commodity imaging systems we use directly for photography—or indirectly rely on for downstream applications—employ optical systems of multiple lenses that must balance deviations from perfect optics, manufacturing constraints, tolerances, cost,...

research-article
Open Access
PanoMan: Sparse Localized Components–based Model for Full Human Motions
Article No.: 19, Pages 1–17https://doi.org/10.1145/3447244

Parameterizing Variations of human shapes and motions is a long-standing problem in computer graphics and vision. Most of the existing methods only deal with a specific kind of motion, such as body poses, facial expressions, or hand gestures. We propose ...

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