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Local Painting and Deformation of Meshes on the GPU
2014
Computer graphics forum (Print)
In this paper, we demonstrate several scenarios for these mesh types where our algorithm enables adaptive mesh refinement, local surface deformations, and interactive on-mesh painting and sculpting. ...
Figure 1 : Interactive authoring using our dynamic GPU memory management approach. Left and right: simultaneous sculpting and painting on top of Catmull-Clark subdivision surfaces. ...
Acknowledgements The authors would like to thank the Blender Foundation for the Dragon model and the animated character shown in the video. The Steets of Asia scene was modelled by Stonemason. ...
doi:10.1111/cgf.12456
fatcat:rmwd6glarvd4dgbc7xdbrq56ou
Multiresolution GPU Mesh Painting
[article]
2006
Eurographics State of the Art Reports
In this paper we propose a fully GPU-accelerated mesh painting technique, which provides real-time feedback even for highly complex meshes. ...
Our painting metaphor supports real-time texturing, sculpting, smoothing, and multiresolution surface deformations. ...
Notice that all of these steps are implemented on the GPU, which guarantees high performance during interactive mesh painting. ...
doi:10.2312/egs.20061018
fatcat:kemr4qjrn5ewleouh3bykzsba4
Dynamic on-mesh procedural generation control
2014
ACM SIGGRAPH 2014 Talks on - SIGGRAPH '14
We are grateful to Gaël Sourimant for the demo scenes and the video editing. ...
For instance, with our system one could paint restricted growth areas on the mesh, and the grammar will adapt itself to the new environment (Figure 1(b) ). ...
Finally, geometry shapes are instantiated in parallel and smooth deformations are achieved by interpolating a local frame along the Bezier curves. ...
doi:10.1145/2614106.2614129
dblp:conf/siggraph/BuronMGG14
fatcat:gpuhrcud65azjfyt5hl6q6jrz4
GPU-Based Multiresolution Deformation using Approximate Normal Field Reconstruction
2007
Journal of Graphics Tools
We present an efficient technique for evaluating multiresolution deformations of high-resolution triangle meshes directly on the GPU. ...
We demonstrate the application of our technique to two modern multiresolution approaches: one based on (irregular) displaced subdivision surfaces and the other one on volumetric space deformation using ...
There are several ways to implement the deformation of the mesh M on the GPU. ...
doi:10.1080/2151237x.2007.10129234
fatcat:gp2mo4fjdbbjhdd44vd64jdkou
A GPU-based method for real-time simulation of Eastern painting
2007
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia - GRAPHITE '07
Different from Western Paintings, one can only appreciate the beauty of Eastern paintings by looking at its "spiritual" aspects: "a liking of simpleness with subtlety" -The Art of Sumi-e. ...
By combining the flexibility from CPU and the power of GPU parallelism, together with carefully scheduling the simulation tasks between CPU and GPU, we have achieved good results with high visual quality ...
"Xuan" paper mesh data is constructed by traversing each region and generate mesh structure locally. ...
doi:10.1145/1321261.1321281
dblp:conf/graphite/LuH07
fatcat:ullswyik5fa6lckit4dmclkzpi
Interactive Reaction-Diffusion on Surface Tiles
2007
15th Pacific Conference on Computer Graphics and Applications (PG'07)
Furthermore, by taking advantage of the tile structure, we can efficiently perform localized reaction-diffusion, and adjust the pattern formulation in an interactive manner on the GPU. ...
The square tiles fit nicely and cost-effectively in GPU memory, whereas we also apply distortion minimization on tiles so as to precisely reduce the unbalanced scale and resolution problem of chemicals ...
This research was supported by the Research Grants Council of the Hong Kong Special Administrative Region, under RGC Earmarked Grants (Project No. HKUST612706 and CUHK417107). ...
doi:10.1109/pg.2007.19
dblp:conf/pg/LoLFW07
fatcat:zhpp6vuqqncuvgis5lgb57su4m
Application-independent accurate mouse placements on surfaces of arbitrary geometry
2007
Computer Graphics and Image Processing (SIBGRAPI), Proceedings of the Brazilian Symposium on
Most direct manipulation tasks rely on precise placements of the cursor on the object of interest. ...
In particular, it provides, for each pixel of the rendered model, elements of discrete differential geometry that require only the vertex data and 1-ring connectivity of each vertex stored in video memory ...
On today's graphics processing unities (GPUs), the mesh geometry may be further deformed by nonrigid transformations on a vertex or geometry processor. ...
doi:10.1109/sibgra.2007.4368164
fatcat:luyowibpmzfy7f4oz6ak2ra2jm
Application-independent accurate mouse placements on surfaces of arbitrary geometry
2007
XX Brazilian Symposium on Computer Graphics and Image Processing (SIBGRAPI 2007)
Most direct manipulation tasks rely on precise placements of the cursor on the object of interest. ...
In particular, it provides, for each pixel of the rendered model, elements of discrete differential geometry that require only the vertex data and 1-ring connectivity of each vertex stored in video memory ...
On today's graphics processing unities (GPUs), the mesh geometry may be further deformed by nonrigid transformations on a vertex or geometry processor. ...
doi:10.1109/sibgrapi.2007.12
dblp:conf/sibgrapi/BatageloW07
fatcat:yfamqfldwffxvau4l4tic2t7tm
Dynamic on-mesh procedural generation
2015
Graphics Interface
Finally, by combining marching rules and generic contexts, users can easily guide the growing process by directly painting on the surface with a live feedback of the generated model. ...
Our method is entirely implemented on the GPU and it allows to dynamically generate highly detailed models on surfaces at interactive time. ...
ACKNOWLEDGEMENTS The authors wish to thank Gaël Sourimant for the demo scenes and the editing of the video accompanying this paper. ...
doi:10.20380/gi2015.03
fatcat:pgc4ulf7zrc2rmw4vnylmol4xa
Velocity Skinning for Real-time Stylized Skeletal Animation
[article]
2021
arXiv
pre-print
Interactive on CPU, our method allows for GPU implementation, yielding real-time performances even on large meshes. ...
Animator control is supported through a simple interface toolkit, enabling to refine the desired type and magnitude of deformation at relevant vertices by simply painting weights. ...
Acknowledgement We acknowledge and thank Paul Kry, Kenny Erleben, and all attendees of the 2020 McGill University Bellairs workshop, the origin of this work, for the fruitful discussions and input. ...
arXiv:2104.04934v1
fatcat:lrthkntydrbopogds5nqxtppwy
GeoBrush: Interactive Mesh Geometry Cloning
2011
Computer graphics forum (Print)
Existing interactive mesh composition tools focus on atomic copy-and-paste of pre-selected feature areas, and are either limited to copying surface displacements, or require the solution of variational ...
The offset membrane is a solution of a bi-harmonic PDE, which is computed on the GPU in real time by exploiting the regular parametric domain. ...
Acknowledgments We are grateful to Scott Schaefer and Eric Landreneau for the beautiful models with scale-like features [LS10] and to Alexander Hornung for valuable comments. ...
doi:10.1111/j.1467-8659.2011.01883.x
fatcat:iwnuvswavbg65i6eytd3r5zqdy
Wrinkling Coarse Meshes on the GPU
2006
Computer graphics forum (Print)
This paper presents a corresponding fully GPU-based, easy-to-control, and robust method to generate and render plausible and detailed folds. This simulation is generated from an animated mesh. ...
The resulting wrinkle field controls the lighting and distorts the texture in a way which closely simulates an actually deformed surface. ...
By looking at a vertex and its neighbors before and after deformation, one can deduce a local linear approximation of the deformation. ...
doi:10.1111/j.1467-8659.2006.00966.x
fatcat:c74haothezcztpn5c4tcri7r7a
A survey of point-based techniques in computer graphics
2004
Computers & graphics
In this paper, we make an attempt to give an overview of the various point-based methods that have been proposed over the last years. ...
In recent years point-based geometry has gained increasing attention as an alternative surface representation, both for efficient rendering and for flexible geometry processing of highly complex 3D-models ...
Acknowledgements We thank Mark Pauly and Marc Alexa for helpful comments and the following people for providing us images from their papers: Matthias Zwicker (Figs. 3, 6, 9) , Mark Pauly (Figs. 7, 8) , ...
doi:10.1016/j.cag.2004.08.009
fatcat:bf3gpquwpfczhag3x5gjdoevge
Visualization of bone weights
2006
ACM SIGGRAPH 2006 Research posters on - SIGGRAPH '06
Figure 1 : Stripe patterns facilitate to read off the weight ratio (left). Ellipsoids illustrate the distribution of the weights (middle). ...
To display the weight ratio, the vertices may be shifted to the correspondingly averaged spatial position (right). ...
Since the mesh may not yet possess texture coordinates, the stripes are generated through a local alignment process in four rendering passes on the GPU. ...
doi:10.1145/1179622.1179630
dblp:conf/siggraph/Loviscach06
fatcat:t6liv4nh2rebvbelzi6moucpli
Interactive 3D caricature from harmonic exaggeration
2011
Computers & graphics
They are represented in the manifold harmonic basis of the shape to be caricatured, providing intrinsic controls on the deformation and its scales. ...
It further provides a smooth localization scheme for the deformation. ...
We would like to thank the Max-Planck-Institut für Informatik and Cyberware for the 3d models and the persons who let us use their 3d faces. This work is financed by CNPq, FAPERJ and FAPEAL. ...
doi:10.1016/j.cag.2011.03.005
fatcat:5qjcut5aefgmhjz4gohi43e3a4
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