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SA '12: SIGGRAPH Asia 2012 Technical Briefs
ACM2012 Proceeding
Publisher:
  • Association for Computing Machinery
  • New York
  • NY
  • United States
Conference:
SA '12: SIGGRAPH Asia 2012 Singapore Singapore 28 November 2012- 1 December 2012
ISBN:
978-1-4503-1915-7
Published:
28 November 2012
Sponsors:
In-Cooperation:

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Abstract

The SIGGRAPH Asia 2012 Technical Briefs program is a new initiative and will be a premier international forum for new research results in graphics, especially at the intersections of graphics with audio, image, video, and human-computer interaction.

Leading international experts from over the world will present their results in peer-reviewed research spanning a wide range of research areas including, but not limited to sensor-based human-computer interaction, graphics and human-computer interface, high-dynamic range imaging, high-definition imaging, 3D imaging, image processing for graphics, high-dynamic range and high-definition video, 3D video, 3D audio, mixed reality, augmented reality, virtual reality, and graphics and multimedia. Accepted papers will be published in the ACM Digital Library, and indexed by EI.

research-article
Visual simulation of freezing ice with air bubbles
Article No.: 1, Pages 1–4https://doi.org/10.1145/2407746.2407747

Ice often contains small air bubbles that are dissolved air exhausted from water-ice interface. Depicting these air bubbles with various sizes enhances the realism of ice. This paper proposes a fast simulation method of freezing ice taking into account ...

research-article
Automatic shape morphing for Chinese characters
Article No.: 2, Pages 1–4https://doi.org/10.1145/2407746.2407748

How to automatically implement shape morphing for Chinese characters represented in different styles is a challenging task. In this paper, we propose a novel method to solve this problem. Specifically, we first generate the shape template, which ...

research-article
Latent nonuniform splines for animation approximation
Article No.: 3, Pages 1–4https://doi.org/10.1145/2407746.2407749

This paper presents a new method to approximate animation sequences through a nonlinear analysis of the spatiotemporal data. The main idea is to find a spline curve which best approximates a multivariate animation sequence in a reduced subspace. Our ...

research-article
Region matching with proxy ellipses for coloring hand-drawn animations
Article No.: 4, Pages 1–4https://doi.org/10.1145/2407746.2407750

Hand-drawn animations are fascinating due to their expressiveness. In the production pipeline, manual coloring of line drawings is tedious and labor-intensive. We propose a method for accelerating the coloring step by matching corresponding regions in ...

research-article
Adaptive dynamics with hybrid response
Article No.: 5, Pages 1–4https://doi.org/10.1145/2407746.2407751

This paper describes a hybrid technique to produce physically plausible response for animated character. The approach includes the automatic, adaptive selection of the dynamic articulation necessary for local-body responses based on the changing ...

research-article
Edge-preserving image decomposition using L1 fidelity with L0 gradient
Article No.: 6, Pages 1–4https://doi.org/10.1145/2407746.2407752

We present an image decomposition method using L1 fidelity term with L0 norm of gradient to decompose an image into base layer and detail layer. Generally, the L1 fidelity should be preferable to the L2 norm when the erroneous measurements exist. It is ...

research-article
Video enhanced gigapixel panoramas
Article No.: 7, Pages 1–4https://doi.org/10.1145/2407746.2407753

We present a method for embedding video clips within gigapixel scale imagery. The combination of high-resolution imagery and video enables users to pan and zoom across the gigapixel panorama to explore complex scenes with motion. The sparsity of the ...

research-article
Gradient domain salience-preserving color-to-gray conversion
Article No.: 8, Pages 1–4https://doi.org/10.1145/2407746.2407754

In this paper an algorithm for gradient domain color-to-gray conversion is described. By enhancing the luminance gradient with the chromatic difference in CIELAB space, a gradient field is created to construct the resulting gray-scale image using a ...

research-article
Optimized anaglyph colorization
Article No.: 9, Pages 1–4https://doi.org/10.1145/2407746.2407755

The anaglyph image, primarily used for red-cyan eyeglasses, has the following flaws: it only reproduces partial colors, often brings retinal rivalry and ghosting to viewers. In this paper, we propose a method for anaglyph image recoloring to enhance the ...

research-article
MRsionCase: a glasses-free mixed reality showcase for surrounding multiple viewers
Article No.: 10, Pages 1–4https://doi.org/10.1145/2407746.2407756

The seamless collaboration between real objects and virtual information is a challenging issue for effective information displays in various fields, including museum exhibitions, advertisement, and digital signage. Former studies on displaying ...

research-article
Robust 2D-3D matching for 3D object pose detection
Article No.: 11, Pages 1–4https://doi.org/10.1145/2407746.2407757

We present a novel 2D-3D matching method, which is applicable to the pose detection of a target 3D object for an AR application. Our method matches 2D keypoints against their corresponding 3D points directly with a classification approach, and ...

research-article
Efficient rasterization for edge-based 3d object tracking on mobile devices
Article No.: 12, Pages 1–4https://doi.org/10.1145/2407746.2407758

Augmented reality applications on hand-held devices suffer from the limited available processing power. While methods to detect the location of artificially textured markers within the scene are commonly used, geometric properties of three-dimensional ...

research-article
Depth-based real time head pose tracking using 3D template matching
Article No.: 13, Pages 1–4https://doi.org/10.1145/2407746.2407759

In this paper, we propose a system to estimate head poses only using depth information in real-time. An optimization method based on 3D model fitting is developed. We iteratively minimize the distance between source and target point clouds of a user's ...

research-article
Haptic editor: creation and editing system for touchable 3D content
Article No.: 14, Pages 1–4https://doi.org/10.1145/2407746.2407760

In this project, we propose an interactive content creation and editing system for haptic-enabled 3D content by drawing shapes in the air and copying and pasting surface textures. To achieve realistic haptic interaction, we create a data structure for ...

research-article
Real-time animation and rendering of ocean whitecaps
Article No.: 15, Pages 1–3https://doi.org/10.1145/2407746.2407761

We present a scalable method to procedurally animate and render vast ocean scenes with whitecaps on the GPU. The whitecap coverage on the ocean surface is determined using a wave deformation criteria which can be pre-filtered linearly. This allows us to ...

research-article
A time series 3D hierarchy for real-time dynamic point cloud interaction
Article No.: 16, Pages 1–5https://doi.org/10.1145/2407746.2407762

Point-based scanning is commonly used for 3D data acquisition. Applications can simply adopt a point cloud representation avoiding the computational complexity of connectivity construction. Despite many state-of-the-art algorithms discussing point cloud ...

research-article
Real or Fake?: human judgments about photographs and computer-generated images of faces
Article No.: 17, Pages 1–4https://doi.org/10.1145/2407746.2407763

While efforts to create realistic images have generated break-throughs in computer graphics modeling, there has been little research to date on factors causing people to perceive images as real versus computer-generated (CG). The motivation of the ...

research-article
A 2.5D culling for Forward+
Article No.: 18, Pages 1–4https://doi.org/10.1145/2407746.2407764

In recent years, deferred rendering, dating back to [Saito and Takahashi 1990], has gained in popularity for rendering in real time, especially in games. A deferred-rendering pipeline is good at dealing with many lights. However, it is not suited for ...

research-article
Stroke-based real-time ink wash painting style rendering for geometric models
Article No.: 19, Pages 1–4https://doi.org/10.1145/2407746.2407765

This paper presents a novel approach for real-time ink wash painting style rendering on geometric models. We first create an ink footprint model in particle form, then extract classified strokes from ordinary 3D models by utilizing the existing geometry ...

research-article
3D Diff: an interactive approach to mesh differencing and conflict resolution
Article No.: 20, Pages 1–4https://doi.org/10.1145/2407746.2407766

We present an open source tool, 3D Diff, that supports differencing and merging of 3D models. As modeling software grows in use, and as 3D models get more complex and require input from more users, there is an emerging problem of maintaining large ...

research-article
Adaptive maximal Poisson-disk sampling on surfaces
Article No.: 21, Pages 1–4https://doi.org/10.1145/2407746.2407767

In this paper, we study the generation of maximal Poisson-disk sets with varying radii on surfaces. Based on the concepts of power diagram and regular triangulation, we present a geometric analysis of gaps in such disk sets on surfaces, which is the key ...

research-article
Dynamic 3-D facial compression using low rank and sparse decomposition
Article No.: 22, Pages 1–4https://doi.org/10.1145/2407746.2407768

In this paper, we propose a new compression framework for dynamic 3-D facial expressions acquired from structured light based 3-D camera, based on our previous work. Taking advantage of the near-isometric property of human facial expressions, we ...

research-article
A global algorithm to compute defect-tolerant geodesic distance
Article No.: 23, Pages 1–4https://doi.org/10.1145/2407746.2407769

Computing geodesic distance on surfaces plays a critical role in digital geometry processing. However, due to its locally shortest nature, geodesic distance is highly sensitive to local geometrical and topological changes, diminishing its applications ...

research-article
Unconventional approaches for facial animation and tracking
Article No.: 24, Pages 1–4https://doi.org/10.1145/2407746.2407770

In recent years, depth cameras have become commodity hardware already in many households. That trend allows for an action-driven facial animator system to become commonly available. In this paper, we layout the methods involved in driving high quality ...

research-article
The pipeline of facial animation fast forward: the NMA example
Article No.: 25, Pages 1–4https://doi.org/10.1145/2407746.2407771

In the domain of computer graphic, to achieve facial animation looks like real human performance without any bias is always the holy grail of related research academy and industry[Ma 2008]. Next Media Animation (NMA) as the Asia's leading animation ...

research-article
Lip-synced character speech animation with dominated animeme models
Article No.: 26, Pages 1–4https://doi.org/10.1145/2407746.2407772

One of the holy grails of computer graphics is the generation of photorealistic images with motion data. To re-generate convincing human animations might not be the most challenging part, but it is definitely one of ultimate goals for computer graphics. ...

research-article
Scoring functions for automatic arrangement of business interiors
Article No.: 27, Pages 1–4https://doi.org/10.1145/2407746.2407773

In this paper we introduce a new approach to the problem of automatic interior arrangement. We focus on arranging business interiors. The new idea is to look at the problem from the recommender systems perspective. In earlier works automatic interior ...

research-article
Real-time Manga-like depiction based on interpretation of bodily movements by using Kinect
Article No.: 28, Pages 1–4https://doi.org/10.1145/2407746.2407774

In order to enrich visual communications, we propose a real-time system that interprets bodily movements by using Kinect [Kinect 2012]. Spatial and temporal positions of joints of body movements are captured by using Kinect. Based on captured data ...

research-article
Automatic Chinese food identification and quantity estimation
Article No.: 29, Pages 1–4https://doi.org/10.1145/2407746.2407775

Computer-aided food identification and quantity estimation have caught more attention in recent years because of the growing concern of our health. The identification problem is usually defined as an image categorization or classification problem and ...

research-article
Using text N-grams for model suggestions in 3D scenes
Article No.: 30, Pages 1–4https://doi.org/10.1145/2407746.2407776

Creating 3D scenes requires artistic skill and is time-consuming. A key challenge is finding novel models to place in a partial scene. We present a new algorithm to propose relevant models by leveraging text data. Our algorithm takes a partially ...

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Acceptance Rates

Overall Acceptance Rate 178 of 869 submissions, 20%
YearSubmittedAcceptedRate
SIGGRAPH ASIA '102744918%
SIGGRAPH Asia '092757025%
SIGGRAPH Asia '083205918%
Overall86917820%