Subspace Clothing Simulation using Adaptive Bases|
Fabian Hahn, Bernhard Thomaszewski, Stelian Coros, Robert W. Sumner, Forrester Cole, Mark Meyer, Tony DeRose, Markus Gross
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
Tone Mapping High Dynamic Range Videos using Wavelets|
Qi Shan, Mark Meyer, Tony DeRose, John Anderson
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
Proton: Multitouch Gestures as Regular Expressions|
Kenrick Kin, Bjoern Hartmann, Tony DeRose, Maneesh Agrawala
Current multitouch frameworks require application developers to write recognition code for custom gestures; this code is split across multiple event-handling callbacks. As the number of custom gestures grows it becomes increasingly difficult to 1) know if new gestures will conflict with existing gestures, and 2) know how to extend existing ... more
To appear in CHI 2012
Available as Pixar Technical Memo #12-02
Feature Adaptive GPU Rendering of Catmull-Clark Subdivision Surfaces|
Matthias Niessner, Charles Loop, Mark Meyer, Tony DeRose
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.
Eden: A Professional Multitouch Tool for Constructing Virtual Organic Environments|
Kenrick Kin, Tom Miller, Bjoern Bollensdorff, Tony DeRose, Bjoern Hartmann, Maneesh Agrawala
Set construction is the process of selecting and positioning virtual geometric objects to create a virtual environment used in a computer-animated film. Set construction artists often have a clear mental image of the set composition, but find it tedious to build their intended sets with current mouse and keyboard interfaces. We investigate whether multitouch input can ... more
To appear in the proceedings of SIGCHI 2011
Available as Pixar Technical Memo #11-04
Determining the Benefits of Direct-Touch, Bimanual, and Multifinger Input on a Multitouch Workstation|
Kenrick Kin, Maneesh Agrawala, Tony DeRose
Multitouch workstations support direct-touch, bimanual, and multifinger interaction. Previous studies have separately examined the benefits of these three interaction attributes over mouse-based interactions. In contrast, we present an empirical user study that considers these three interaction attributes together for a single task, such that we can quantify and compare the performances of each attribute. In our ... more
To appear in Graphics Interface 2009
Harmonic Coordinates for Character Articulation|
Pushkar Joshi, Mark Meyer, Tony DeRose, Brian Green, Tom Sanocki
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
Robert L. Cook, Tony DeRose
Noise functions are an essential building block for writing procedural shaders in 3D computer graphics. The original noise function introduced by Ken Perlin is still the most popular because it is simple and fast, and many spectacular images have been made ... more
Additional materials: [RapLyrics.txt]
Available in the Proceedings of SIGGRAPH 2005
Subdivision Surfaces in Character Animation|
Tony DeRose, Michael Kass, Tien Truong
The creation of believable and endearing characters in computer graphics presents a number of technical challenges, including the modeling, animation and rendering of complex shapes such as heads, hands, and clothing. Traditionally, these shapes have been modeled ... more
Available in the Proceedings of SIGGRAPH 1998.
Efficient, Fair Interpolation using Catmull-Clark Surfaces|
Mark Halstead, Michael Kass, Tony DeRose
We describe an efficient method for constructing a smooth surface that interpolates the vertices of a mesh of arbitrary topological type. Normal vectors can also be interpolated at an arbitrary subset of the vertices. The method improves on existing interpolation techniques in that it is fast, robust and general.
Appeared in SIGGRAPH 1993.
Surface Reconstruction from Unorganized Points|
Hugues Hoppe, Tony DeRose, Tom Duchamp, John McDonald, Werner Stuetzle
We describe and demonstrate an algorithm that takes as input an unorganized set of points x1,...,xn in R3 on or near an unknown manifold M, and produces as output a simplicial surface that approximates M. Neither the topology, the presence of boundaries, nor the geometry of M are assumed to be known in advance ... more
Published in SIGGRAPH 1992.