Papers by Mark Meyer

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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]

Available as Pixar Technical Memo #12-03b

Other versions:

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

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], []

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: []

To appear in SIGGRAPH 2006

Available as Pixar Technical Memo #06-03