Papers by Mark Meyer


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Subdivision Exterior Calculus for Geometry Processing

Fernando de Goes, Mathieu Desbrun, Mark Meyer, Tony DeRose
April 2016

This paper introduces a new computational method to solve differential equations on subdivision surfaces. Our approach adapts the numerical framework of Discrete Exterior Calculus (DEC) from the polygonal to the subdivision setting by exploiting the refinability of subdivision basis functions. The resulting Subdivision Exterior Calculus (SEC) provides significant improvements in ... more

Additional materials: [supplementalFigs.pdf], [supplemental.pdf]

Available as Pixar Technical Memo #16-01


Subspace Condensation: Full Space Adaptivity for Subspace Deformations

Yun Teng, Mark Meyer, Tony DeRose, Theodore Kim
May 2015

Subspace deformable body simulations can be very fast, but can behave unrealistically when behaviors outside the prescribed subspace, such as novel external collisions, are encountered. We address this limitation by presenting a fast, flexible new method that allows full space computation to be activated in the neighborhood of novel events ... more

Additional materials: [paper_0089.mov]

To appear in SIGGRAPH 2015.

Available as Pixar Technical Memo #15-03


Subspace Clothing Simulation using Adaptive Bases

Fabian Hahn, Bernhard Thomaszewski, Stelian Coros, Robert W. Sumner, Forrester Cole, Mark Meyer, Tony DeRose, Markus Gross
January 2014

We present a new approach to clothing simulation using low-dimensional linear subspaces with temporally adaptive bases. Our method exploits full-space simulation training data in order to construct a pool of low-dimensional bases distributed across pose space. For this purpose, we interpret the simulation data as offsets from a kinematic deformation ... more

Additional materials: [SubspaceClothingSiggraph2.mp4]

Available as Pixar Technical Memo #14-03


Artistic Simulation of Curly Hair

Hayley Iben, Mark Meyer, Lena Petrovic, Olivier Soares, John Anderson, Andrew Witkin
July 2013

Artistic simulation of hair presents many challenges - ranging from incorporating artistic control to dealing with extreme motions of characters. Additionally, in a production environment, the simulation needs to be fast and results need to be usable "out of the box" (without extensive parameter modifications) in order to produce ... more

Additional materials: [tazVideo-SCA.mov]

Available in the Proceedings of the Symposium on Computer Animation 2013.

Available as Pixar Technical Memo #12-03b

Other versions:


Tone Mapping High Dynamic Range Videos using Wavelets

Qi Shan, Mark Meyer, Tony DeRose, John Anderson
January 2012

We propose a novel 3D wavelet based tone mapping framework for high dynamic range videos. Still image tone mapping methods can be applied to videos in a frame by frame fashion, but they often exhibit haloing artifacts and do not guarantee temporal coherence, resulting in flickering. Directly extending wavelet analysis/synthesis ... more

Available as Pixar Technical Memo #12-01


Feature Adaptive GPU Rendering of Catmull-Clark Subdivision Surfaces

Matthias Niessner, Charles Loop, Mark Meyer, Tony DeRose
January 2012

We present a novel method for high-performance GPU-based rendering of Catmull-Clark subdivision surfaces. Unlike previous methods, our algorithm computes the true limit surface up to machine precision, and is capable of rendering surfaces that conform to the full RenderMan specification for Catmull-Clark surfaces. Specifically, our algorithm can accommodate base meshes ... more

Available in ACM Transactions on Graphics, January 2012.


Harmonic Coordinates for Character Articulation

Pushkar Joshi, Mark Meyer, Tony DeRose, Brian Green, Tom Sanocki
May 2007

In this paper we consider the problem of creating and controlling volume deformations used to articulate characters for use in high-end applications such as computer generated feature films. We introduce a method we call harmonic coordinates that significantly improves upon existing volume deformation techniques. Our deformations are controlled using a topologically flexible structure, called a cage, ... more

Additional materials: [SiggraphSlides.pdf], [HarmonicCoordinates.divx]

Available in the proceedings of Siggraph 2007.

Available as Pixar Technical Memo #06-02b

Other versions:


Key Point Subspace Acceleration and Soft Caching

Mark Meyer, John Anderson
May 2007

Many applications in Computer Graphics contain computationally expensive calculations. These calculations are often performed at many points to produce a full solution, even though the subspace of reasonable solutions may be of a relatively low dimension. The calculation of facial articulation and rendering of scenes with global illumination are two example applications that ... more

Additional materials: [SiggraphSlides.pdf], [softCaching.mov]

Available in the proceedings of Siggraph 2007

Available as Pixar Technical Memo #06-04b

Other versions:


Statistical Acceleration for Animated Global Illumination

Mark Meyer, John Anderson
January 2006

Global illumination provides important visual cues to an animation, however its computational expense limits its use in practice. In this paper, we present an easy to implement technique for accelerating the computation of indirect illumination for an animated sequence using stochastic ray tracing. We begin by computing a quick but noisy solution using a ... more

Additional materials: [ShotRender.mov]

To appear in SIGGRAPH 2006

Available as Pixar Technical Memo #06-03