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Local Painting and Deformation of Meshes on the GPU

H. Schäfer, B. Keinert, M. Nießner, M. Stamminger
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]

Tobias Ritschel, Mario Botsch, Stefan Müller
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

Cyprien Buron, Jean-Eudes Marvie, Gaël Guennebaud, Xavier Granier
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

Martin Marinov, Mario Botsch, Leif Kobbelt
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

The Kiet Lu, Zhiyong Huang
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

Kui-Yip Lo, Hongwei Li, Chi-Wing Fu, Tien-Tsin Wong
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

Harlen Costa Batagelo, Wu Shin Ting
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

Harlen Costa Batagelo, Wu Shin Ting
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

Cyprien Buron, Jean-Eudes Marvie, Gaël Guennebaud, Xavier Granier, Zhang;, Hao (Richard), Tony Tang;
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]

Damien Rohmer, Marco Tarini, Niranjan Kalyanasundaram, Faezeh Moshfeghifar, Marie-Paule Cani, Victor Zordan
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

Kenshi Takayama, Ryan Schmidt, Karan Singh, Takeo Igarashi, Tamy Boubekeur, Olga Sorkine
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

J. Loviscach
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

Leif Kobbelt, Mario Botsch
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

Jörn Loviscach
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

Thomas Lewiner, Thales Vieira, Dimas Martínez, Adelailson Peixoto, Vinícius Mello, Luiz Velho
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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