Beibei Liu, Fernando de Goes, Yiying Tong, Mathieu Desbrun
SIGGRAPH 2016 论文列表
ACM SIGGRAPH Conference
录用类型
162篇论文
按官方录用论文列表统计,可能与会议公布的数字略有出入。
- 其他 / 未标注162100.0%
浏览全部论文
Kensei Jo, Mohit Gupta, Shree K. Nayar
展开摘要收起
We present DisCo, a novel display-camera communication system. DisCo enables displays and cameras to communicate with each other while also displaying and capturing images for human consumption. Messages are transmitted by temporally modulating the display brightness at high frequencies so that they are imperceptible to humans. Messages are received by a rolling shutter camera that converts the temporally modulated incident light into a spatial flicker pattern. In the captured image, the flicker pattern is superimposed on the pattern shown on the display. The flicker and the display pattern are separated by capturing two images with different exposures. The proposed system performs robustly in challenging real-world situations such as occlusion, variable display size, defocus blur, perspective distortion, and camera rotation. Unlike several existing visible light communication methods, DisCo works with off-the-shelf image sensors. It is compatible with a variety of sources (including displays, single LEDs), as well as reflective surfaces illuminated with light sources. We have built hardware prototypes that demonstrate DisCo’s performance in several scenarios. Because of its robustness, speed, ease of use, and generality, DisCo can be widely deployed in several applications, such as advertising, pairing of displays with cell phones, tagging objects in stores and museums, and indoor navigation.
Yusuf Sahillioglu, Ladislav Kavan
Jonas Zehnder, Stelian Coros, Bernhard Thomaszewski
Tian Feng, Lap-Fai Yu, Sai-Kit Yeung, KangKang Yin, Kun Zhou
展开摘要收起
We propose a novel approach for designing mid-scale layouts by optimizing with respect to human crowd properties. Given an input layout domain such as the boundary of a shopping mall, our approach synthesizes the paths and sites by optimizing three metrics that measure crowd flow properties: mobility, accessibility, and coziness. While these metrics are straightforward to evaluate by a full agent-based crowd simulation, optimizing a layout usually requires hundreds of evaluations, which would require a long time to compute even using the latest crowd simulation techniques. To overcome this challenge, we propose a novel data-driven approach where nonlinear regressors are trained to capture the relationship between the agent-based metrics, and the geometrical and topological features of a layout. We demonstrate that by using the trained regressors, our approach can synthesize crowd-aware layouts and improve existing layouts with better crowd flow properties.
Ruimin Wang, Ligang Liu, Zhouwang Yang, Kang Wang, Wen Shan, Jiansong Deng, Falai Chen
展开摘要收起
Manifold is an important technique to model geometric objects with arbitrary topology. In this article, we propose a novel approach for constructing manifolds from discrete meshes based on sparse optimization. The local geometry for each chart is sparsely represented by a set of redundant atom functions, which have the flexibility to represent various geometries with varying smoothness. A global optimization is then proposed to guarantee compatible sparse representations in the overlapping regions of different charts. Our method can construct manifolds of varying smoothness including sharp features (creases, darts, or cusps). As an application, we can easily construct a skinning manifold surface from a given curve network. Examples show that our approach has much flexibility to generate manifold surfaces with good quality.
Haisen Zhao, Fanglin Gu, Qi-xing Huang, Jorge Garcia, Yong Chen, Changhe Tu, Bedrich Benes, Hao Zhang, Daniel Cohen-Or, Baoquan Chen
展开摘要收起
We develop a new kind of "space-filling" curves, connected Fermat spirals , and show their compelling properties as a tool path fill pattern for layered fabrication. Unlike classical space-filling curves such as the Peano or Hilbert curves, which constantly wind and bind to preserve locality, connected Fermat spirals are formed mostly by long, low-curvature paths. This geometric property, along with continuity, influences the quality and efficiency of layered fabrication. Given a connected 2D region, we first decompose it into a set of sub-regions, each of which can be filled with a single continuous Fermat spiral. We show that it is always possible to start and end a Fermat spiral fill at approximately the same location on the outer boundary of the filled region. This special property allows the Fermat spiral fills to be joined systematically along a graph traversal of the decomposed sub-regions. The result is a globally continuous curve. We demonstrate that printing 2D layers following tool paths as connected Fermat spirals leads to efficient and quality fabrication, compared to conventional fill patterns.
Christian Schüller, Daniele Panozzo, Anselm Grundhöfer, Henning Zimmer, Evgeni Sorkine, Olga Sorkine-Hornung
展开摘要收起
We propose a method to fabricate textured 3D models using thermoforming. Differently from industrial techniques, which target mass production of a specific shape, we propose a combined hardware and software solution to manufacture customized, unique objects. Our method simulates the forming process and converts the texture of a given digital 3D model into a pre-distorted image that we transfer onto a plastic sheet. During thermoforming, the sheet deforms to create a faithful physical replica of the digital model. Our hardware setup uses off-the-shelf components and can be calibrated with an automatic algorithm that extracts the simulation parameters from a single calibration object produced by the same process.
Chi-han Peng, Niloy Mitra, Yongliang Yang, Fan Bao, Daniel Fink, Dongming Yan, Peter Wonka
展开摘要收起
Connectivity and layout of underlying networks largely determine agent behavior and usage in many environments. For example, transportation networks determine the flow of traffic in a neighborhood, whereas building floorplans determine the flow of people in a workspace. Designing such networks from scratch is challenging as even local network changes can have large global effects. We investigate how to computationally create networks starting from only high-level functional specifications. Such specifications can be in the form of network density, travel time versus network length, traffic type, destination location, etc. We propose an integer programming-based approach that guarantees that the resultant networks are valid by fulfilling all the specified hard constraints and that they score favorably in terms of the objective function. We evaluate our algorithm in two different design settings, street layout and floorplans to demonstrate that diverse networks can emerge purely from high-level functional specifications.
Shikhar Shrestha, Felix Heide, Wolfgang Heidrich, Gordon Wetzstein
展开摘要收起
Depth cameras are a ubiquitous technology used in a wide range of applications, including robotic and machine vision, human-computer interaction, autonomous vehicles as well as augmented and virtual reality. In this paper, we explore the design and applications of phased multi-camera time-of-flight (ToF) systems. We develop a reproducible hardware system that allows for the exposure times and waveforms of up to three cameras to be synchronized. Using this system, we analyze waveform interference between multiple light sources in ToF applications and propose simple solutions to this problem. Building on the concept of orthogonal frequency design, we demonstrate state-of-the-art results for instantaneous radial velocity capture via Doppler time-of-flight imaging and we explore new directions for optically probing global illumination, for example by de-scattering dynamic scenes and by non-line-of-sight motion detection via frequency gating.
Eder Miguel Villalba, Mathias Lepoutre, Bernd Bickel
展开摘要收起
We present a computational method for designing wire sculptures consisting of interlocking wires. Our method allows the computation of aesthetically pleasing structures that are structurally stable, efficiently fabricatable with a 2D wire bending machine, and assemblable without the need of additional connectors. Starting from a set of planar contours provided by the user, our method automatically tests for the feasibility of a design, determines a discrete ordering of wires at intersection points, and optimizes for the rest shape of the individual wires to maximize structural stability under frictional contact. In addition to their application to art, wire sculptures present an extremely efficient and fast alternative for low-fidelity rapid prototyping because manufacturing time and required material linearly scales with the physical size of objects. We demonstrate the effectiveness of our approach on a varied set of examples, all of which we fabricated.
Akash Garg, Alec Jacobson, Eitan Grinspun
展开摘要收起
A reconfigurable is an object or collection of objects whose transformation between various states defines its functionality or aesthetic appeal. For example, consider a mechanical assembly composed of interlocking pieces, a transforming folding bicycle, or a space-saving arrangement of apartment furniture. Unlike traditional computer-aided design of static objects, specialized tools are required to address problems unique to the computational design and revision of objects undergoing rigid transformations. Collisions and interpenetrations as objects transition from one configuration to another prevent the physical realization of a design. We present a software environment intended to support fluid interactive design of reconfigurables, featuring tools that identify, visualize, monitor and resolve infeasible configurations. We demonstrate the versatility of the environment on a number of examples spanning mechanical systems, urban dwelling, and interlocking puzzles, some of which we then realize via additive manufacturing. Spatial-temporal information about collisions between objects is presented to the designer according to a cascading order of precedence. A designer may quickly determine when, and then where, and then how objects are colliding. This precedence guides the design and implementation of our four-dimensional spacetime bounding volume hierarchy for interactive-rate collision detection. On screen, the designer experiences a suite of interactive visualization and monitoring tools during editing: timeline notifications of new collisions, picture-in-picture windows for tracking collisions and suggestive hints for contact resolution. Contacts too tedious to remove manually can be eliminated automatically via our proposed constrained numerical optimization and swept-volume carving.
Peng Song, Bailin Deng, Ziqi Wang, Zhichao Dong, Wei Li, Chi-wing Fu, Ligang Liu
展开摘要收起
This paper presents CofiFab, a coarse-to-fine 3D fabrication solution, combining 3D printing and 2D laser cutting for cost-effective fabrication of large objects at lower cost and higher speed. Our key approach is to first build coarse internal base structures within the given 3D object using laser cutting, and then attach thin 3D-printed parts, as an external shell, onto the base to recover the fine surface details. CofiFab achieves this with three novel algorithmic components. First, we formulate an optimization model to compute fabricatable polyhedrons of maximized volume, as the geometry of the internal base. Second, we devise a new interlocking scheme to tightly connect the laser-cut parts into a strong internal base, by iteratively building a network of nonorthogonal joints and interlocking parts around polyhedral corners. Lastly, we optimize the partitioning of the external object shell into 3D-printable parts, while saving support material and avoiding overhangs. Besides cost saving, these components also consider aesthetics, stability and balancing. Hence, CofiFab can efficiently produce large objects by assembly. To evaluate CofiFab, we fabricate objects of varying shapes and sizes, and show that CofiFab can significantly outperform previous methods.
Netalee Efrat, Piotr Didyk, Mike Foshey, Wojciech Matusik, Anat Levin
Edward Chien, Renjie Chen, Ofir Weber
展开摘要收起
Planar shape interpolation is a classic problem in computer graphics. We present a novel shape interpolation method that blends C ∞ planar harmonic mappings represented in closed-form. The intermediate mappings in the blending are guaranteed to be locally injective C ∞ harmonic mappings, with conformal and isometric distortion bounded by that of the input mappings. The key to the success of our method is the fact that the blended differentials of our interpolated mapping have a simple closed-form expression, so they can be evaluated with unprecedented efficiency and accuracy. Moreover, in contrast to previous approaches, these differentials are integrable, and result in an actual mapping without further modification. Our algorithm is embarrassingly parallel and is orders of magnitude faster than state-of-the-art methods due to its simplicity, yet it still produces mappings that are superior to those of existing techniques due to its guaranteed bounds on geometric distortion.
Stephan Streuber, M. Alejandra Quiros-Ramirez, Matthew Q. Hill, Carina A. Hahn, Silvia Zuffi, Alice O'Toole, Michael Black
Marcel Campen, Claudio T. Silva, Denis Zorin
展开摘要收起
This paper presents a method for bijective parametrization of 2D and 3D objects over canonical domains. While a range of solutions for the two-dimensional case are well-known, our method guarantees bijectivity of mappings also for a large, combinatorially-defined class of tetrahedral meshes (shellable meshes). The key concept in our method is the piecewise-linear (PL) foliation, decomposing the mesh into one-dimensional submanifolds and reducing the mapping problem to parametrization of a lower-dimensional manifold (a foliation section). The maps resulting from these foliations are proved to be bijective and continuous, and shown to have provably bijective PL approximations. We describe exact, numerically robust evaluation methods and demonstrate our implementation's capabilities on a large variety of meshes.
Mark Pauly, Mina Konakovic, Keenan Crane, Sofien Bouaziz, University of Hull
展开摘要收起
We present a computational method for interactive 3D design and rationalization of surfaces via auxetic materials, i.e., flat flexible material that can stretch uniformly up to a certain extent. A key motivation for studying such material is that one can approximate doubly-curved surfaces (such as the sphere) using only flat pieces, making it attractive for fabrication. We physically realize surfaces by introducing cuts into approximately inextensible material such as sheet metal, plastic, or leather. The cutting pattern is modeled as a regular triangular linkage that yields hexagonal openings of spatially-varying radius when stretched. In the same way that isometry is fundamental to modeling developable surfaces, we leverage conformal geometry to understand auxetic design. In particular, we compute a global conformal map with bounded scale factor to initialize an otherwise intractable non-linear optimization. We demonstrate that this global approach can handle non-trivial topology and non-local dependencies inherent in auxetic material. Design studies and physical prototypes are used to illustrate a wide range of possible applications.
Ivaylo Boyadzhiev, Kavita Bala, Sylvain Paris, Edward H. Adelson
展开摘要收起
Photographers often “prep” their subjects to achieve various effects; for example, toning down overly shiny skin, covering blotches, etc. Making such adjustments digitally after a shoot is possible, but difficult without good tools and good skills. Making such adjustments to video footage is harder still. We describe and study a set of 2D image operations, based on multiscale image analysis, that are easy and straightforward and that can consistently modify perceived material properties. These operators first build a subband decomposition of the image and then selectively modify the coefficients within the subbands. We call this selection process band sifting . We show that different siftings of the coefficients can be used to modify the appearance of properties such as gloss, smoothness, pigmentation, or weathering. The band-sifting operators have particularly striking effects when applied to faces; they can provide “knobs” to make a face look wetter or drier, younger or older, and with heavy or light variation in pigmentation. Through user studies, we identify a set of operators that yield consistent subjective effects for a variety of materials and scenes. We demonstrate that these operators are also useful for processing video sequences.