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53
A Morphable Model For The Synthesis Of 3D Faces
, 1999
"... In this paper, a new technique for modeling textured 3D faces is introduced. 3D faces can either be generated automatically from one or more photographs, or modeled directly through an intuitive user interface. Users are assisted in two key problems of computer aided face modeling. First, new face i ..."
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Cited by 586 (30 self)
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In this paper, a new technique for modeling textured 3D faces is introduced. 3D faces can either be generated automatically from one or more photographs, or modeled directly through an intuitive user interface. Users are assisted in two key problems of computer aided face modeling. First, new face images or new 3D face models can be registered automatically by computing dense one-to-one correspondence to an internal face model. Second, the approach regulates the naturalness of modeled faces avoiding faces with an "unlikely" appearance. Starting from
Reflectance and texture of real-world surfaces
- ACM TRANS. GRAPHICS
, 1999
"... In this work, we investigate the visual appearance of real-world surfaces and the dependence of appearance on scale, viewing direction and illumination direction. At ne scale, surface variations cause local intensity variation or image texture. The appearance of this texture depends on both illumina ..."
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Cited by 357 (22 self)
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In this work, we investigate the visual appearance of real-world surfaces and the dependence of appearance on scale, viewing direction and illumination direction. At ne scale, surface variations cause local intensity variation or image texture. The appearance of this texture depends on both illumination and viewing direction and can be characterized by the BTF (bidirectional texture function). At su ciently coarse scale, local image texture is not resolvable and local image intensity is uniform. The dependence of this image intensity on illumination and viewing direction is described by the BRDF (bidirectional re ectance distribution function). We simultaneously measure the BTF and BRDF of over 60 di erent rough surfaces, each observed with over 200 di erent combinations of viewing and illumination direction. The resulting BTF database is comprised of over 12,000 image textures. To enable convenient use of the BRDF measurements, we t the measurements to two recent models and obtain a BRDF parameter database. These parameters can be used directly in image analysis and synthesis of a wide variety of surfaces. The BTF, BRDF, and BRDF parameter databases have important implications for computer vision and computer graphics and and each is made publicly available.
Pyramid-Based Texture Analysis/Synthesis
, 1995
"... This paper describes a method for synthesizing images that match the texture appearanceof a given digitized sample. This synthesis is completely automatic and requires only the "target" texture as input. It allows generation of as much texture as desired so that any object can be covered. It can be ..."
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Cited by 331 (0 self)
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This paper describes a method for synthesizing images that match the texture appearanceof a given digitized sample. This synthesis is completely automatic and requires only the "target" texture as input. It allows generation of as much texture as desired so that any object can be covered. It can be used to produce solid textures for creating textured 3-d objects without the distortions inherent in texture mapping. It can also be used to synthesize texture mixtures, images that look a bit like each of several digitized samples. The approach is based on a model of human texture perception, and has potential to be a practically useful tool for graphics applications. 1 Introduction Computer renderings of objects with surface texture are more interesting and realistic than those without texture. Texture mapping [15] is a technique for adding the appearance of surface detail by wrapping or projecting a digitized texture image ontoa surface. Digitized textures can be obtained from a variety ...
Generating textures on arbitrary surfaces using reaction-diffusion
- Computer Graphics
, 1991
"... This paper describes a biologically motivated method of texture synthesis called reaction-diffusion and demonstrates how these textures can be generated in a manner that directly matches the geometry of a given surface. Reaction-diffusion is a process in which two or more chemicals diffuse at unequa ..."
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Cited by 201 (4 self)
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This paper describes a biologically motivated method of texture synthesis called reaction-diffusion and demonstrates how these textures can be generated in a manner that directly matches the geometry of a given surface. Reaction-diffusion is a process in which two or more chemicals diffuse at unequal rates over a surface and react with one another to form stable patterns such as spots and stripes. Biologists and mathematicians have explored the patterns made by several reaction-diffusion systems. We extend the range of textures that have previously been generated by using a cascade of multiple reaction-diffusion systems in which one system lays down an initial pattern and then one or more later systems refine the pattern. Examples of patterns generated by such a cascade process include the clusters of spots on leopards known as rosettes and the web-like patterns found on giraffes. In addition, this paper introduces a method by which reaction-diffusion textures are created to match the geometry of an arbitrary polyhedral surface. This is accomplished by creating a mesh over a given surface and then simulating the reactiondiffusion process directly on this mesh. This avoids the often difficult task of assigning texture coordinates to a complex surface. A mesh is generated by evenly distributing points over the model using relaxation and then determining which points are adjacent by constructing their Voronoi regions. Textures are rendered directly from the mesh by using a weighted sum of mesh values to compute surface color at a given position. Such textures can also be used as bump maps.
Artificial Evolution for Computer Graphics
- Computer Graphics
, 1991
"... This paper describes how evolutionary techniques of variation and selection can be used to create complex simulated structures, textures, and motions for use in computer graphics and animation. Interactive selection, based on visual perception of procedurally generated results, allows the user to di ..."
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Cited by 196 (1 self)
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This paper describes how evolutionary techniques of variation and selection can be used to create complex simulated structures, textures, and motions for use in computer graphics and animation. Interactive selection, based on visual perception of procedurally generated results, allows the user to direct simulated evolutions in preferred directions. Several examples using these methods have been implemented and are described. 3D plant structures are grown using fixed sets of genetic parameters. Images, solid textures, and animations are created using mutating symbolic lisp expressions. Genotjps consisting of symbolic expressions are presented as an attempt to surpass the limitations of fixed-length genotypes with predefine expression rules. his proposed that artificial evolution has potential as a powerful tool for achieving flexible complexity with a minimum of user input and knowledge of details. 2
A language for shading and lighting calculations
- Computer Graphics (SIGGRAPH ’90 Proceedings
, 1990
"... A shading language provides a means to extend the shading and lighting formulae used by a rendering system. This paper discusses the design of a new shading language based on previous work of Cook and Perlin. This language has various types of shaders for light sources and surface reflectances, poin ..."
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Cited by 101 (6 self)
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A shading language provides a means to extend the shading and lighting formulae used by a rendering system. This paper discusses the design of a new shading language based on previous work of Cook and Perlin. This language has various types of shaders for light sources and surface reflectances, point and color data types, control flow constructs that support the casting of outgoing and the integration of incident light, a clearly specified interface to the rendering system using global state variables, and a host of useful built-in functions. The design issues and their impact on the implementation are also discussed. CR Categories: 1.3.3 [Computer Graphics] Picture/Image Generation- Display algorithms; 1.3.5 [Computer Graphics]
Interactive Sampling and Rendering for Complex and Procedural Geometry
, 2001
"... We present a new sampling method for procedural and complex geometries, which allows interactive point-based modeling and rendering of such scenes. For a variety of scenes, object-space point sets can be generated rapidly, resulting in a sufficiently dense sampling of the final image. We present ..."
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Cited by 48 (3 self)
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We present a new sampling method for procedural and complex geometries, which allows interactive point-based modeling and rendering of such scenes. For a variety of scenes, object-space point sets can be generated rapidly, resulting in a sufficiently dense sampling of the final image. We present an integrated approach that exploits the simplicity of the point primitive. For procedural objects a hierarchical sampling scheme is presented that adapts sample densities locally according to the projected size in the image. Dynamic procedural objects and interactive user manipulation thus become possible. The same scheme is also applied to on-the-fly generation and rendering of terrains, and enables the use of an efficient occlusion culling algorithm. Furthermore, by using points the system enables interactive rendering and simple modification of complex objects (e.g., trees). For display, hardware-accelerated 3-D point rendering is used, but our sampling method can be used by any other point-rendering approach.
Sphere Tracing: A Geometric Method for the Antialiased Ray Tracing of Implicit Surfaces
- The Visual Computer
, 1994
"... Sphere tracing is a new technique for rendering implicit surfaces using geometric distance. Distance-based models are common in computer-aided geometric design and in the modeling of articulated figures. Given a function returning the distance to an object, sphere tracing marches along the ray towar ..."
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Cited by 47 (2 self)
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Sphere tracing is a new technique for rendering implicit surfaces using geometric distance. Distance-based models are common in computer-aided geometric design and in the modeling of articulated figures. Given a function returning the distance to an object, sphere tracing marches along the ray toward its first intersection in steps guaranteed not to penetrate the implicit surface. Sphere tracing is particularly adept at rendering pathological surfaces. Creased and rough implicit surfaces are defined by functions with discontinuous or undefined derivatives. Current root finding techniques such as L-G surfaces and interval analysis require periodic evaluation of the derivative, and their behavior is dependent on the behavior of the derivative. Sphere tracing requires only a bound on the magnitude of the derivative, robustly avoiding problems Manuscript, July 1994. Recommended for publication: The Visual Computer. 5-70 where the derivative jumps or vanishes. This robustness and scope ...
Haptic Texturing - A Stochastic Approach
, 1996
"... All objects have a surface roughness which manifests itself as small forces when objects slide under load against each other. Simulating this roughness haptically enriches the interaction between a user and a virtual world, just as creating graphical textures enhances the depiction of a scene. As wi ..."
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Cited by 34 (3 self)
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All objects have a surface roughness which manifests itself as small forces when objects slide under load against each other. Simulating this roughness haptically enriches the interaction between a user and a virtual world, just as creating graphical textures enhances the depiction of a scene. As with graphical textures, a major design constraint for haptic textures is the generation of a sufficiently "realistic" texture given hard constraints on computational costs. We present a simple, fast algorithm to synthesize haptic textures from statistical properties of surfaces. The synthesized texture can be overlaid on other contact models, such as hard contact with Coulomb friction. The algorithm requires minimal hardware support, and can be implemented on a variety of force-feedback mechanisms. It has been successfully implemented on a two-degree-of-freedom haptic interface (the Pantograph) .
Sampling of Procedural Shaders Using Affine Arithmetic
, 1996
"... Procedural shaders have become popular tools for describing surface reflectance functions and other material properties. In comparison to fixed resolution textures they have the advantage of being resolution independent and storage e#cient. While procedural shaders provide an interface for evaluati ..."
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Cited by 30 (5 self)
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Procedural shaders have become popular tools for describing surface reflectance functions and other material properties. In comparison to fixed resolution textures they have the advantage of being resolution independent and storage e#cient. While procedural shaders provide an interface for evaluating the shader at a single point in parameter space, it is not easily possible to obtain an average value of the shader together with accurate error bounds over a finite area. Yet the ability to compute such error bounds is crucial for several interesting applications, most notably hierarchical area sampling for global illumination computations using the finite element approach and for the generation of textures used in interactive computer graphics. Using a#ne arithmetic for evaluating the shader over a finite area yields a tight, conservative error interval for the shader function. Compilers can automatically generate code for utilizing a#ne arithmetic from within shaders implemented in a ...

