Search Results

Now showing 1 - 10 of 12
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    Real-Time Ray-Casting and Advanced Shading of Discrete Isosurfaces
    (The Eurographics Association and Blackwell Publishing, Inc, 2005) Hadwiger, Markus; Sigg, Christian; Scharsach, Henning; Buehler, Khatja; Gross, Markus
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    Texturing Internal Surfaces from a Few Cross Sections
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Pietroni, Nico; Otaduy, Miguel A.; Bickel, Bernd; Ganovelli, Fabio; Gross, Markus
    We introduce a new appearance-modeling paradigm for synthesizing the internal structure of a 3D model from photographs of a few cross-sections of a real object. When the internal surfaces of the 3D model are revealed as it is cut, carved, or simply clipped, we synthesize their texture from the input photographs. Our texture synthesis algorithm is best classified as a morphing technique, which efficiently outputs the texture attributes of each surface point on demand. For determining source points and their weights in the morphing algorithm, we propose an interpolation domain based on BSP trees that naturally resembles planar splitting of real objects. In the context of the interpolation domain, we define efficient warping and morphing operations that allow for real-time synthesis of textures. Overall, our modeling paradigm, together with its realization through our texture morphing algorithm, allow users to author 3D models that reveal highly realistic internal surfaces in a variety of artistic flavors.
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    Soft Articulated Characters with Fast Contact Handling
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Galoppo, Nico; Otaduy, Miguel A.; Tekin, Serhat; Gross, Markus; Lin, Ming C.
    Fast contact handling of soft articulated characters is a computationally challenging problem, in part due to complex interplay between skeletal and surface deformation. We present a fast, novel algorithm based on a layered representation for articulated bodies that enables physically-plausible simulation of animated characters with a high-resolution deformable skin in real time. Our algorithm gracefully captures the dynamic skeleton-skin interplay through a novel formulation of elastic deformation in the pose space of the skinned surface. The algorithm also overcomes the computational challenges by robustly decoupling skeleton and skin computations using careful approximations of Schur complements, and efficiently performing collision queries by exploiting the layered representation. With this approach, we can simultaneously handle large contact areas, produce rich surface deformations, and capture the collision response of a character/s skeleton.
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    Efficient Raytracing of Deforming Point-Sampled Surfaces
    (The Eurographics Association and Blackwell Publishing, Inc, 2005) Adams, Bart; Keiser, Richard; Pauly, Mark; J. Guibas, Leonidas; Gross, Markus; Dutre, Philip
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    Efficient Animation of Point-Sampled Thin Shells
    (The Eurographics Association and Blackwell Publishing, Inc, 2005) Wicke, Martin; Steinemann, Denis; Gross, Markus
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    Adaptive Space Deformations Based on Rigid Cells
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Botsch, Mario; Pauly, Mark; Wicke, Martin; Gross, Markus
    We propose a new adaptive space deformation method for interactive shape modeling. A novel energy formulation based on elastically coupled volumetric cells yields intuitive detail preservation even under large deformations. By enforcing rigidity of the cells, we obtain an extremely robust numerical solver for the resulting nonlinear optimization problem. Scalability is achieved using an adaptive spatial discretization that is decoupled from the resolution of the embedded object. Our approach is versatile and easy to implement, supports thin-shell and solid deformations of 2D and 3D objects, and is applicable to arbitrary sample-based representations, such as meshes, triangle soups, or point clouds.
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    Interactive Visual Workspaces with Dynamic Foveal Areas and Adaptive Composite Interfaces
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Cotting, Daniel; Gross, Markus
    This paper presents novel techniques and metaphors for on-demand visual workspaces in everyday office environments, providing space-efficient, flexible and highly interactive graphical user interfaces using projected displays. For increased resolution, contents personalization and interactive visualization, the users can augment the large-scale projections with dynamic high-resolution foveal enhancements using a pocket light metaphor. To further optimize the presentation at a given resolution, the design of the displays can be modified interactively, and like a jigsaw puzzle, the layout can be customized using an adaptive compositing approach which supports free-form focus-and-context rendering. With a unified intensity-based tracking approach, we allow for natural multi-touch interaction with the information space through bare hands, pointers and pens on arbitrary surfaces.
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    3D Video Billboard Clouds
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Waschbuesch, Michael; Wuermlin, Stephan; Gross, Markus
    3D video billboard clouds reconstruct and represent a dynamic three-dimensional scene using displacement-mapped billboards. They consist of geometric proxy planes augmented with detailed displacement maps and combine the generality of geometry-based 3D video with the regularization properties of image-based 3D video. 3D video billboards are an image-based representation placed in the disparity space of the acquisition cameras and thus provide a regular sampling of the scene with a uniform error model. We propose a general geometry filtering framework which generates time-coherent models and removes reconstruction and quantization noise as well as calibration errors. This replaces the complex and time-consuming sub-pixel matching process in stereo reconstruction with a bilateral filter. Rendering is performed using a GPU-accelerated algorithm which generates consistent view-dependent geometry and textures for each individual frame. In addition, we present a semi-automatic approach for modeling dynamic three-dimensional scenes with a set of multiple 3D video billboards clouds.
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    Multi-scale Feature Extraction on Point-Sampled Surfaces
    (Blackwell Publishers, Inc and the Eurographics Association, 2003) Pauly, Mark; Keiser, Richard; Gross, Markus
    We present a new technique for extracting line-type features on point-sampled geometry. Given an unstructuredpoint cloud as input, our method first applies principal component analysis on local neighborhoods toclassify points according to the likelihood that they belong to a feature. Using hysteresis thresholding, we thencompute a minimum spanning graph as an initial approximation of the feature lines. To smooth out the featureswhile maintaining a close connection to the underlying surface, we use an adaptation of active contour models.Central to our method is a multi-scale classification operator that allows feature analysis at multiplescales, using the size of the local neighborhoods as a discrete scale parameter. This significantly improves thereliability of the detection phase and makes our method more robust in the presence of noise. To illustrate theusefulness of our method, we have implemented a non-photorealistic point renderer to visualize point-sampledsurfaces as line drawings of their extracted feature curves.
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    Adaptive Instant Displays: Continuously Calibrated Projections Using Per-Pixel Light Control
    (The Eurographics Association and Blackwell Publishing, Inc, 2005) Cotting, Daniel; Ziegler, Remo; Gross, Markus; Fuchs, Henry