SIGGRAPH
Collection
Accepted papers for SIGGRAPH (Special Interest Group on Computer Graphics and Interactive Techniques), one dataset per year. • 13 items • Updated
title stringlengths 21 107 | paper_url stringlengths 39 39 | authors listlengths 1 10 | abstract large_stringlengths 528 1.76k | track stringclasses 1
value | doi stringlengths 23 23 | arxiv_id stringclasses 0
values | arxiv_id_source stringclasses 0
values | embedding listlengths 768 768 |
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Line segment sampling with blue-noise properties | https://doi.org/10.1145/2461912.2462023 | [
"Xin Sun",
"Kun Zhou",
"Jie Guo",
"Guofu Xie",
"Jingui Pan",
"Wencheng Wang",
"Baining Guo"
] | Line segment sampling has recently been adopted in many rendering algorithms for better handling of a wide range of effects such as motion blur, defocus blur and scattering media. A question naturally raised is how to generate line segment samples with good properties that can effectively reduce variance and aliasing a... | journal | 10.1145/2461912.2462023 | null | null | [
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Dynamic hair manipulation in images and videos | https://doi.org/10.1145/2461912.2461990 | [
"Menglei Chai",
"Lvdi Wang",
"Yanlin Weng",
"Xiaogang Jin",
"Kun Zhou"
] | This paper presents a single-view hair modeling technique for generating visually and physically plausible 3D hair models with modest user interaction. By solving an unambiguous 3D vector field explicitly from the image and adopting an iterative hair generation algorithm, we can create hair models that not only visuall... | journal | 10.1145/2461912.2461990 | null | null | [
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Globally optimal direction fields | https://doi.org/10.1145/2461912.2462005 | [
"Felix Knöppel",
"Keenan Crane",
"Ulrich Pinkall",
"Peter Schröder"
] | We present a method for constructing smooth n -direction fields (line fields, cross fields, etc .) on surfaces that is an order of magnitude faster than state-of-the-art methods, while still producing fields of equal or better quality. Fields produced by the method are globally optimal in the sense that they minimize a... | journal | 10.1145/2461912.2462005 | null | null | [
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Computational design of mechanical characters | https://doi.org/10.1145/2461912.2461953 | [
"Stelian Coros",
"Bernhard Thomaszewski",
"Gioacchino Noris",
"Shinjiro Sueda",
"Moira Forberg",
"Robert W. Sumner",
"Wojciech Matusik",
"Bernd Bickel"
] | We present an interactive design system that allows non-expert users to create animated mechanical characters. Given an articulated character as input, the user iteratively creates an animation by sketching motion curves indicating how different parts of the character should move. For each motion curve, our framework c... | journal | 10.1145/2461912.2461953 | null | null | [
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Gradient-domain metropolis light transport | https://doi.org/10.1145/2461912.2461943 | [
"Jaakko Lehtinen",
"Tero Karras",
"Samuli Laine",
"Miika Aittala",
"Frédo Durand",
"Timo Aila"
] | We introduce a novel Metropolis rendering algorithm that directly computes image gradients, and reconstructs the final image from the gradients by solving a Poisson equation. The reconstruction is aided by a low-fidelity approximation of the image computed during gradient sampling. As an extension of path-space Metropo... | journal | 10.1145/2461912.2461943 | null | null | [
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A material point method for snow simulation | https://doi.org/10.1145/2461912.2461948 | [
"Alexey Stomakhin",
"Craig Schroeder",
"Lawrence Chai",
"Joseph Teran",
"Andrew Selle"
] | Snow is a challenging natural phenomenon to visually simulate. While the graphics community has previously considered accumulation and rendering of snow, animation of snow dynamics has not been fully addressed. Additionally, existing techniques for solids and fluids have difficulty producing convincing snow results. Sp... | journal | 10.1145/2461912.2461948 | null | null | [
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OpenFab: a programmable pipeline for multi-material fabrication | https://doi.org/10.1145/2461912.2461993 | [
"Kiril Vidimče",
"Szu-Po Wang",
"Jonathan Ragan-Kelley",
"Wojciech Matusik"
] | 3D printing hardware is rapidly scaling up to output continuous mixtures of multiple materials at increasing resolution over ever larger print volumes. This poses an enormous computational challenge: large high-resolution prints comprise trillions of voxels and petabytes of data and simply modeling and describing the i... | journal | 10.1145/2461912.2461993 | null | null | [
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A two-continua approach to Eulerian simulation of water spray | https://doi.org/10.1145/2461912.2461918 | [
"Michael B. Nielsen",
"Ole Østerby"
] | Physics based simulation of the dynamics of water spray - water droplets dispersed in air - is a means to increase the visual plausibility of computer graphics modeled phenomena such as waterfalls, water jets and stormy seas. Spray phenomena are frequently encountered by the visual effects industry and often challenge ... | journal | 10.1145/2461912.2461918 | null | null | [
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Fourier analysis of stochastic sampling strategies for assessing bias and variance in integration | https://doi.org/10.1145/2461912.2462013 | [
"Kartic Subr",
"Jan Kautz"
] | Each pixel in a photorealistic, computer generated picture is calculated by approximately integrating all the light arriving at the pixel, from the virtual scene. A common strategy to calculate these high-dimensional integrals is to average the estimates at stochastically sampled locations. The strategy with which the ... | journal | 10.1145/2461912.2462013 | null | null | [
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Putting holes in holey geometry: topology change for arbitrary surfaces | https://doi.org/10.1145/2461912.2462027 | [
"Gilbert Louis Bernstein",
"Chris Wojtan"
] | This paper presents a method for computing topology changes for triangle meshes in an interactive geometric modeling environment. Most triangle meshes in practice do not exhibit desirable geometric properties, so we develop a solution that is independent of standard assumptions and robust to geometric errors. Specifica... | journal | 10.1145/2461912.2462027 | null | null | [
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Cardinality-constrained texture filtering | https://doi.org/10.1145/2461912.2461963 | [
"Josiah Manson",
"Scott Schaefer"
] | We present a method to create high-quality sampling filters by combining a prescribed number of texels from several resolutions in a mipmap. Our technique provides fine control over the number of texels we read per texture sample so that we can scale quality to match a memory bandwidth budget. Our method also has a fix... | journal | 10.1145/2461912.2461963 | null | null | [
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