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The Wang Tiles method is a successful and effective technique for the representation of 2D-texture or 3D-geometry. In this paper we present a new method to fill Wang tiles with a 2D-FON distribution or a 3D-geometry in order to achieve a more efficient runtime. We extend the Wang Tiles method to include information about their position. We further demonstrate how the individual tiles are filled with...
We present a new type of mosaic, the multi-layered stack mosaic with photographs of rotated objects. Our algorithm uses multi-layered Photomosaics with database enrichment by element rotation. The benefit of this algorithm is that an artist can not only produce a digital mosaic with a relatively small database without degrading the quality of the mosaic, but that the Multi-layered Stack Mosaic also...
A novel approach for appearance and geometry completion over point-sampled geometry is presented in this paper. Based on the result of surface clustering and the given texture sample, we define a global texture energy function on the point set surface for direct texture synthesis. The color texture completion is performed by minimizing a constrained global energy using the existing texture on the...
In this paper we argue for our NPAR system as an effective 2D alternative to most of NPR research which is focused on frame coherent stylised rendering of 3D models. Our approach gives a highly stylised look to images without the support of 3D models, and yet they still behave as though animated by drawing, which they are. First, a stylised brush tool is used to freely draw extreme poses of...
In this paper, we propose a novel mesh deformation approach via manipulating differential properties non-uniformly. Guided by user-specified material properties, our method can deform the surface mesh in a non-uniform way while previous deformation techniques are mainly designed for uniform materials. The non-uniform deformation is achieved by material-dependent gradient field manipulation and Poisson-based...
This paper presents a novel skeleton-based method for deforming meshes, based on an approximate skeleton. The major difference from previous skeleton-based methods is that they used the skeleton to control movement of vertices, whereas we use it to control the simplices defining the model. This allows errors, that occur near joints in other methods, to be spread over the whole mesh, giving smooth...
To edit or create the animation of a 3D character model has always been an important but time-consuming task, since the animator usually needs to set up the character’s skeleton, paint its binding weights, and adjust its key-poses. Hence, we propose an animation transfer system in this paper to take a well-edited character animation as the input. Then, the system can transfer the skeleton, binding...
In this paper, we develop a novel mesh fusion method controlled by sketches, which allows users to construct complex 3D polygon models fast and easily. The user first cuts needed parts from some existing objects and puts them in right pose. Then, a radial basis function (RBF) based implicit surface is adopted to smoothly fuse the parts. To achieve better shape control for the transition part in fusion,...
In recent years, attention has been paid to particle-based fluid simulation, with several methods being developed to incorporate particle-based simulation into CG animations. These methods reconstruct water surfaces that are usually represented by polygons. However, the computational cost of the surface reconstruction is quite high. Therefore, it is difficult to render the result of the particle-based...
This paper describes a method for controlling the multi-phase smoke animation that uses Lagrangian particles. Previous methods need several density fields to simulate different types of smoke. We use a single field, which is more like a natural phenomenon to obtain the interactive motions of fluid. Also, whereas existing methods which apply control forces to cells only, we define particle forces which...
Although lots of works have been engaged in interactive and realistic rendering of translucent materials, efficient processing for deformable models remains a challenging problem. In this paper we introduce an approximate image-space approach for real-time rendering of deformable translucent models by taking account of diffuse multiple sub-surface scattering. We decompose the process into two stages,...
In this paper, a new technique is presented for interactive rendering of caustics fully processed on GPU. Without any pre-computation required, the algorithm can directly render refractive caustics from complex deformable transparent objects onto an opaque receiver surface. By the technique we accurately trace the path of the photons and calculate the energy carried by the photons emitted from the...
Monte Carlo is the only choice for a physically correct method to compute the problem of global illumination in the field of realistic image synthesis. Adaptive sampling is an interesting means to reduce noise, which is one of the major problems of general Monte Carlo global illumination algorithms. In this paper, we make use of the fuzzy uncertainty existing in image synthesis and exploit the formal...
Manifold parameterization considers the problem of parameterizing a given triangular mesh onto another mesh surface, which could be particularly plane or sphere surfaces. In this paper we propose a unified framework for manifold parameterization between arbitrary meshes with identical genus. Our approach does this task by directly mapping the connectivity of the source mesh onto the target mesh surface...
In this paper, we apply Nyström method, a sub-sampling and reconstruction technique, to speed up spectral mesh processing. We first relate this method to Kernel Principal Component Analysis (KPCA). This enables us to derive a novel measure in the form of a matrix trace, based soly on sampled data, to quantify the quality of Nyström approximation. The measure is efficient to compute, well-grounded...
In this paper, we present a novel algorithm that extracts feature curves from triangular mesh domains. It is an extension of the level-set formulation of active contour model in image space to triangular mesh domains. We assume that meshes handled by our method are smooth overall, and feature curves of meshes are thin regions rather than mathematical curves such as found in mechanical parts. We use...
In this paper, we introduce a novel approach to denoise meshes taking the balanced flow equation as the theoretical foundation.The underlying model consists of an anisotropic diffusion term and a forcing term. The balance between these two terms is made in a selective way allowing prominent surface features and other details of the meshes to be treated in different ways. The forcing term keeps smoothed...
In this paper, we propose a novel U-System-based approach for representing and matching similar shapes. U-system is a complete orthogonal piecewise k-degree polynomials in L2[0,1]and it has some good properties,such as regeneration,convergence by group. Using U-system with finite items, it can be realized to accurate representation of shapes. This paper make shapes analysis in theory. We...
This paper proposes a novel shape representation “electric force features”, which is based on electric field theory. This representation has several benefits. First, it is invariant to scale and rigid transform. Second, it can represent complex and ill-defined models because of its physical background. 3D model supposed as charged body, we get the electric field force distribution by placing some...
This paper presents a novel data hiding algorithm for 3D polygonal models whose vertices have given normal vectors. The key idea of our algorithm is to embed messages by adjusting the normal vector of a vertex according to the pivot vector. All vertices in a 3D model can be embedded with multiple-bit payloads by using multiple pivot vectors. The distortion is measured by the angle between the adjusted...
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