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- ArticleAugust 2001
Real-time hatching
SIGGRAPH '01: Proceedings of the 28th annual conference on Computer graphics and interactive techniquesAugust 2001, Page 581https://doi.org/10.1145/383259.383328Drawing surfaces using hatching strokes simultaneously conveys material, tone, and form. We present a real-time system for non-photorealistic rendering of hatching strokes over arbitrary surfaces. During an automatic preprocess, we construct a sequence ...
- ArticleAugust 2001
Simulating decorative mosaics
SIGGRAPH '01: Proceedings of the 28th annual conference on Computer graphics and interactive techniquesAugust 2001, Pages 573–580https://doi.org/10.1145/383259.383327This paper presents a method for simulating decorative tile mosaics. Such mosaics are challenging because the square tiles that comprise them must be packed tightly and yet must follow orientations chosen by the artist. Based on an existing image and ...
- ArticleAugust 2001
Modeling acoustics in virtual environments using the uniform theory of diffraction
SIGGRAPH '01: Proceedings of the 28th annual conference on Computer graphics and interactive techniquesAugust 2001, Pages 545–552https://doi.org/10.1145/383259.383323Realistic modeling of reverberant sound in 3D virtual worlds provides users with important cues for localizing sound sources and understanding spatial properties of the environment. Unfortunately, current geometric acoustic modeling systems do not ...
- ArticleAugust 2001
FoleyAutomatic: physically-based sound effects for interactive simulation and animation
SIGGRAPH '01: Proceedings of the 28th annual conference on Computer graphics and interactive techniquesAugust 2001, Pages 537–544https://doi.org/10.1145/383259.383322We describe algorithms for real-time synthesis of realistic sound effects for interactive simulations (e.g., games) and animation. These sound effects are produced automatically, from 3D models using dynamic simulation and user interaction. We develop ...
- ArticleAugust 2001
Synthesizing sounds from physically based motion
SIGGRAPH '01: Proceedings of the 28th annual conference on Computer graphics and interactive techniquesAugust 2001, Pages 529–536https://doi.org/10.1145/383259.383321This paper describes a technique for approximating sounds that are generated by the motions of solid objects. The technique builds on previous work in the field of physically based animation that uses deformable models to simulate the behavior of the ...
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- ArticleAugust 2001Seminal Paper
A practical model for subsurface light transport
SIGGRAPH '01: Proceedings of the 28th annual conference on Computer graphics and interactive techniquesAugust 2001, Pages 511–518https://doi.org/10.1145/383259.383319This paper introduces a simple model for subsurface light transport in translucent materials. The model enables efficient simulation of effects that BRDF models cannot capture, such as color bleeding within materials and diffusion of light across shadow ...
Also Published in:
Seminal Graphics Papers: Pushing the Boundaries, Volume 2: ISBN 9798400708978, August 2023 - ArticleAugust 2001
DAB: interactive haptic painting with 3D virtual brushes
SIGGRAPH '01: Proceedings of the 28th annual conference on Computer graphics and interactive techniquesAugust 2001, Pages 461–468https://doi.org/10.1145/383259.383313We present a novel painting system with an intuitive haptic interface, which serves as an expressive vehicle for interactively creating painterly works. We introduce a deformable, 3D brush model, which gives the user natural control of complex brush ...
- ArticleAugust 2001
Plenoptic stitching: a scalable method for reconstructing 3D interactive walk throughs
SIGGRAPH '01: Proceedings of the 28th annual conference on Computer graphics and interactive techniquesAugust 2001, Pages 443–450https://doi.org/10.1145/383259.383311Interactive walkthrough applications require detailed 3D models to give users a sense of immersion in an environment. Traditionally these models are built using computer-aided design tools to define geometry and material properties. But creating ...
- ArticleAugust 2001
Image-based modeling and photo editing
SIGGRAPH '01: Proceedings of the 28th annual conference on Computer graphics and interactive techniquesAugust 2001, Pages 433–442https://doi.org/10.1145/383259.383310We present an image-based modeling and editing system that takes a single photo as input. We represent a scene as a layered collection of depth images, where each pixel encodes both color and depth. Starting from an input image, we employ a suite of ...
- ArticleAugust 2001Seminal Paper
Unstructured lumigraph rendering
SIGGRAPH '01: Proceedings of the 28th annual conference on Computer graphics and interactive techniquesAugust 2001, Pages 425–432https://doi.org/10.1145/383259.383309We describe an image based rendering approach that generalizes many current image based rendering algorithms, including light field rendering and view-dependent texture mapping. In particular, it allows for lumigraph-style rendering from a set of input ...
Also Published in:
Seminal Graphics Papers: Pushing the Boundaries, Volume 2: ISBN 9798400708978, August 2023 - ArticleAugust 2001
Constrained texture mapping for polygonal meshes
SIGGRAPH '01: Proceedings of the 28th annual conference on Computer graphics and interactive techniquesAugust 2001, Pages 417–424https://doi.org/10.1145/383259.383308Recently, time and effort have been devoted to automatic texture mapping. It is possible to study the parameterization function and to describe the texture mapping process in terms of a functional optimization problem. Several methods of this type have ...
- ArticleAugust 2001
Texture mapping progressive meshes
SIGGRAPH '01: Proceedings of the 28th annual conference on Computer graphics and interactive techniquesAugust 2001, Pages 409–416https://doi.org/10.1145/383259.383307Given an arbitrary mesh, we present a method to construct a progressive mesh (PM) such that all meshes in the PM sequence share a common texture parametrization. Our method considers two important goals simultaneously. It minimizes texture stretch (...
- ArticleAugust 2001
A physically-based night sky model
SIGGRAPH '01: Proceedings of the 28th annual conference on Computer graphics and interactive techniquesAugust 2001, Pages 399–408https://doi.org/10.1145/383259.383306This paper presents a physically-based model of the night sky for realistic image synthesis. We model both the direct appearance of the night sky and the illumination coming from the Moon, the stars, the zodiacal light, and the atmosphere. To accurately ...
- ArticleAugust 2001
Spectral processing of point-sampled geometry
SIGGRAPH '01: Proceedings of the 28th annual conference on Computer graphics and interactive techniquesAugust 2001, Pages 379–386https://doi.org/10.1145/383259.383301We present a new framework for processing point-sampled objects using spectral methods. By establishing a concept of local frequencies on geometry, we introduce a versatile spectral representation that provides a rich repository of signal processing ...
- ArticleAugust 2001
Surface splatting
SIGGRAPH '01: Proceedings of the 28th annual conference on Computer graphics and interactive techniquesAugust 2001, Pages 371–378https://doi.org/10.1145/383259.383300Modern laser range and optical scanners need rendering techniques that can handle millions of points with high resolution textures. This paper describes a point rendering and texture filtering technique called surface splatting which directly renders ...
- ArticleAugust 2001
Texture synthesis on surfaces
SIGGRAPH '01: Proceedings of the 28th annual conference on Computer graphics and interactive techniquesAugust 2001, Pages 347–354https://doi.org/10.1145/383259.383297Many natural and man-made surface patterns are created by interactions between texture elements and surface geometry. We believe that the best way to create such patterns is to synthesize a texture directly on the surface of the model. Given a texture ...
- ArticleAugust 2001Seminal Paper
Image quilting for texture synthesis and transfer
SIGGRAPH '01: Proceedings of the 28th annual conference on Computer graphics and interactive techniquesAugust 2001, Pages 341–346https://doi.org/10.1145/383259.383296We present a simple image-based method of generating novel visual appearance in which a new image is synthesized by stitching together small patches of existing images. We call this process image quilting. First, we use quilting as a fast and very ...
Also Published in:
Seminal Graphics Papers: Pushing the Boundaries, Volume 2: ISBN 9798400708978, August 2023 - ArticleAugust 2001
Integrating shape and pattern in mammalian models
SIGGRAPH '01: Proceedings of the 28th annual conference on Computer graphics and interactive techniquesAugust 2001, Pages 317–326https://doi.org/10.1145/383259.383294The giraffe and its patches, the leopard and its spots, the tiger and its stripes are spectacular examples of the integration of a pattern and a body shape. We present an approach that integrates a biologically-plausible pattern generation model, which ...
- ArticleAugust 2001
Feature-based cellular texturing for architectural models
SIGGRAPH '01: Proceedings of the 28th annual conference on Computer graphics and interactive techniquesAugust 2001, Pages 309–316https://doi.org/10.1145/383259.383293Cellular patterns are all around us, in masonry, tiling, shingles, and many other materials. Such patterns, especially in architectural settings, are influenced by geometric features of the underlying shape. Bricks turn corners, stones frame windows and ...
- ArticleAugust 2001
The use of positional information in the modeling of plants
SIGGRAPH '01: Proceedings of the 28th annual conference on Computer graphics and interactive techniquesAugust 2001, Pages 289–300https://doi.org/10.1145/383259.383291We integrate into plant models three elements of plant representation identified as important by artists: posture (manifested in curved stems and elongated leaves), gradual variation of features, and the progression of the drawing process from overall ...