Demo Data from VLDB 2026 / reviewers in the wild / expert
Hugues Hoppe
dblp:25/6720
· DBLP profile ↗
79ranked-venue papers
11as first author
4since 2021 · last 2023
0000-0002-9699-2539ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 76 · 9 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 22 · 8 first-authorArtificial intelligence and machine learning · 2Theory of computation · 1 · 1 first-author
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Computer graphics and multimedia
53 papers |
Rendering · 23% Geometric modeling and processing · 22% Image and video processing · 18% | |
| Artificial intelligence
2 papers |
3D vision · 100% |
Topics — the 30 heaviest of 106, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
image-based rendering |
0.6 | 3 | 2021 | Project starline: a high-fidelity telepresence system · ACM Trans. Graph. 2021 Image-based bidirectional scene reprojection · ACM Trans. Graph. 2011 Factoring repeated content within and among images · ACM Trans. Graph. 2008 |
Image and video processing
gradient-domain image processing |
0.5 | 3 | 2018 | Gradient-domain processing within a texture atlas · ACM Trans. Graph. 2018 Distributed gradient-domain processing of planar and spherical images · ACM Trans. Graph. 2010 Streaming multigrid for gradient-domain operations on large images · ACM Trans. Graph. 2008 |
Virtual and augmented reality › 3d display › stereoscopic display
autostereoscopic display |
0.5 | 1 | 2021 | Project starline: a high-fidelity telepresence system · ACM Trans. Graph. 2021 |
Virtual and augmented reality
telepresence |
0.5 | 1 | 2021 | Project starline: a high-fidelity telepresence system · ACM Trans. Graph. 2021 |
Computer vision › 3D vision
3d reconstruction |
0.5 | 2 | 2019 | Neural Rerendering in the Wild · CVPR 2019 Multi-View Stereo for Community Photo Collections · ICCV 2007 |
Visual content generation and editing › image editing
image morphing |
0.4 | 2 | 2016 | New Controls for Combining Images in Correspondence · IEEE Trans. Vis. Comput. Graph. 2016 Automating Image Morphing Using Structural Similarity on a Halfway Domain · ACM Trans. Graph. 2014 |
Geometric modeling and processing
surface parameterization |
0.4 | 5 | 2017 | Spatiotemporal atlas parameterization for evolving meshes · ACM Trans. Graph. 2017 Inter-surface mapping · ACM Trans. Graph. 2004 Spherical parametrization and remeshing · ACM Trans. Graph. 2003 |
Rendering
real-time rendering |
0.4 | 8 | 2011 | Image-based bidirectional scene reprojection · ACM Trans. Graph. 2011 Amortized supersampling · ACM Trans. Graph. 2009 Efficient traversal of mesh edges using adjacency primitives · ACM Trans. Graph. 2008 |
Visual content generation and editing › video editing
video looping |
0.4 | 2 | 2015 | Fast computation of seamless video loops · ACM Trans. Graph. 2015 Automated video looping with progressive dynamism · ACM Trans. Graph. 2013 |
Computer vision › 3D vision
3d scene reconstruction |
0.4 | 1 | 2019 | Neural Rerendering in the Wild · CVPR 2019 |
Rendering
neural rendering |
0.4 | 1 | 2019 | Neural Rerendering in the Wild · CVPR 2019 |
Geometric modeling and processing › mesh processing
remeshing |
0.4 | 3 | 2017 | Spatiotemporal atlas parameterization for evolving meshes · ACM Trans. Graph. 2017 Spherical parametrization and remeshing · ACM Trans. Graph. 2003 Geometry images · ACM Trans. Graph. 2002 |
Visual content generation and editing
video editing |
0.4 | 2 | 2015 | Fast computation of seamless video loops · ACM Trans. Graph. 2015 Cliplets: juxtaposing still and dynamic imagery · UIST 2012 |
Rendering › texture mapping
texture atlas |
0.4 | 2 | 2018 | Gradient-domain processing within a texture atlas · ACM Trans. Graph. 2018 Texture mapping progressive meshes · SIGGRAPH 2001 |
Virtual and augmented reality › immersive video
360-degree video |
0.3 | 1 | 2018 | Gigapixel Panorama Video Loops · ACM Trans. Graph. 2018 |
Image and video processing › video processing
temporal consistency |
0.3 | 1 | 2018 | Gigapixel Panorama Video Loops · ACM Trans. Graph. 2018 |
Image and video processing › video processing
video stitching |
0.3 | 1 | 2018 | Gigapixel Panorama Video Loops · ACM Trans. Graph. 2018 |
Image and video processing
image filtering |
0.2 | 2 | 2011 | Antialiasing recovery · ACM Trans. Graph. 2011 GPU-efficient recursive filtering and summed-area tables · ACM Trans. Graph. 2011 |
Image and video processing › video frame interpolation › interpolation
image interpolation |
0.2 | 1 | 2016 | New Controls for Combining Images in Correspondence · IEEE Trans. Vis. Comput. Graph. 2016 |
Computer animation and physical simulation › motion synthesis
motion graph |
0.2 | 1 | 2016 | Motion graphs for unstructured textured meshes · ACM Trans. Graph. 2016 |
Image and video coding › video compression
3d video coding |
0.2 | 1 | 2015 | High-quality streamable free-viewpoint video · ACM Trans. Graph. 2015 |
Virtual and augmented reality › immersive video
free-viewpoint video |
0.2 | 1 | 2015 | High-quality streamable free-viewpoint video · ACM Trans. Graph. 2015 |
Image and video processing › omnidirectional image processing
spherical image processing |
0.2 | 2 | 2010 | Distributed gradient-domain processing of planar and spherical images · ACM Trans. Graph. 2010 Metric-aware processing of spherical imagery · ACM Trans. Graph. 2010 |
Geometric modeling and processing
mesh processing |
0.2 | 7 | 2007 | Design of tangent vector fields · ACM Trans. Graph. 2007 Fast exact and approximate geodesics on meshes · ACM Trans. Graph. 2005 Robust Mesh Watermarking · SIGGRAPH 1999 |
Geometric modeling and processing
surface reconstruction |
0.2 | 5 | 2013 | Screened poisson surface reconstruction · ACM Trans. Graph. 2013 Automatic Reconstruction of B-Spline Surfaces of Arbitrary Topological Type · SIGGRAPH 1996 Piecewise smooth surface reconstruction · SIGGRAPH 1994 |
Image and video processing
image warping |
0.2 | 1 | 2014 | Automating Image Morphing Using Structural Similarity on a Halfway Domain · ACM Trans. Graph. 2014 |
Image and video coding › image quality assessment › full-reference image quality assessment
structural similarity |
0.2 | 1 | 2014 | Automating Image Morphing Using Structural Similarity on a Halfway Domain · ACM Trans. Graph. 2014 |
Rendering
texture mapping |
0.2 | 5 | 2008 | Factoring repeated content within and among images · ACM Trans. Graph. 2008 Texture mapping progressive meshes · SIGGRAPH 2001 Silhouette clipping · SIGGRAPH 2000 |
Geometric modeling and processing
subdivision surfaces |
0.2 | 3 | 2012 | A Subdivision-Based Representation for Vector Image Editing · IEEE Trans. Vis. Comput. Graph. 2012 Displaced subdivision surfaces · SIGGRAPH 2000 Multiresolution analysis of arbitrary meshes · SIGGRAPH 1995 |
Visual content generation and editing
texture synthesis |
0.2 | 4 | 2010 | Appearance-space texture synthesis · ACM Trans. Graph. 2006 Parallel controllable texture synthesis · ACM Trans. Graph. 2005 Metric-aware processing of spherical imagery · ACM Trans. Graph. 2010 |
Methods — techniques the papers use, named apart from their topics
latent appearance vector · 0.8deep neural network · 0.8multi-view capture · 0.5depth video compression · 0.5multigrid solver · 0.5graph coloring · 0.3gradient-domain blending · 0.3function space design · 0.3combinatorial optimization · 0.3thin-plate spline · 0.3edge-aware decomposition · 0.2correspondence map interpolation · 0.2matting · 0.1looping optimization · 0.1laplacian blending · 0.1feathering · 0.1compositing · 0.1automatic alignment · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Distributed Poisson Surface ReconstructionabstractAbstract Screened Poisson surface reconstruction robustly creates meshes from oriented point sets. For large datasets, the technique requires hours of computation and significant memory. We present a method to parallelize and distribute this computation over multiple commodity client nodes. The method partitions space on one axis into adaptively sized slabs containing balanced subsets of points. Because the Poisson formulation involves a global system, the challenge is to maintain seamless consistency at the slab boundaries and obtain a reconstruction that is indistinguishable from the serial result. To this end, we express the reconstructed indicator function as a sum of a low‐resolution term computed on a server and high‐resolution terms computed on distributed clients. Using a client–server architecture, we map the computation onto a sequence of serial server tasks and parallel client tasks, separated by synchronization barriers. This architecture also enables low‐memory evaluation on a single computer, albeit without speedup. We demonstrate a 700 million vertex reconstruction of the billion point David statue scan in less than 20 min on a 65‐node cluster with a maximum memory usage of 45 GB/node, or in 14 h on a single node. Michael M. Kazhdan, Hugues Hoppe |
Comput. Graph. Forum | 2 |
| 2022 | Sandwiched Image Compression: Increasing the resolution and dynamic range of standard codecsabstractGiven a standard image codec, we compress images that may have higher resolution and/or higher bit depth than allowed in the codec's specifications, by sandwiching the standard codec between a neural pre-processor (before the standard encoder) and a neural post-processor (after the standard decoder). Using a differentiable proxy for the the standard codec, we design the neural pre-and post-processors to transport the high resolution (super-resolution, SR) or high bit depth (high dynamic range, HDR) images as lower resolution and lower bit depth images. The neural processors accomplish this with spatially coded modulation, which acts as watermarks to preserve the important image detail during compression. Experiments show that compared to conventional methods of transmitting high resolution or high bit depth through lower resolution or lower bit depth codecs, our sandwich architecture gains ~9dB for SR images and $\sim$3dB for HDR images at the same rate over large test sets. We also observe significant gains in visual quality. Onur G. Guleryuz, Philip A. Chou, Hugues Hoppe, Danhang Tang, Ruofei Du, Philip Davidson, Sean Ryan Fanello |
PCS | 3 |
| 2021 | Sandwiched Image Compression: Wrapping Neural Networks Around A Standard CodecabstractWe sandwich a standard image codec between two neural networks: a preprocessor that outputs neural codes, and a postprocessor that reconstructs the image. The neural codes are compressed as ordinary images by the standard codec. Using differentiable proxies for both rate and distortion, we develop a rate-distortion optimization framework that trains the networks to generate neural codes that are efficiently compressible as images. This architecture not only improves rate-distortion performance for ordinary RGB images, but also enables efficient compression of alternative image types (such as normal maps of computer graphics) using standard image codecs. Results demonstrate the effectiveness and flexibility of neural processing in mapping a variety of input data modalities to the rigid structure of standard codecs. A surprising result is that the rate-distortion-optimized neural processing seamlessly learns to transport color images using a single-channel (grayscale) codec. Onur G. Guleryuz, Philip A. Chou, Hugues Hoppe, Danhang Tang, Ruofei Du, Philip Davidson, Sean Ryan Fanello |
ICIP | 3 |
| 2021 | Project starline: a high-fidelity telepresence systemabstractWe present a real-time bidirectional communication system that lets two people, separated by distance, experience a face-to-face conversation as if they were copresent. It is the first telepresence system that is demonstrably better than 2D videoconferencing, as measured using participant ratings (e.g., presence, attentiveness, reaction-gauging, engagement), meeting recall, and observed nonverbal behaviors (e.g., head nods, eyebrow movements). This milestone is reached by maximizing audiovisual fidelity and the sense of copresence in all design elements, including physical layout, lighting, face tracking, multi-view capture, microphone array, multi-stream compression, loudspeaker output, and lenticular display. Our system achieves key 3D audiovisual cues (stereopsis, motion parallax, and spatialized audio) and enables the full range of communication cues (eye contact, hand gestures, and body language), yet does not require special glasses or body-worn microphones/headphones. The system consists of a head-tracked autostereoscopic display, high-resolution 3D capture and rendering subsystems, and network transmission using compressed color and depth video streams. Other contributions include a novel image-based geometry fusion algorithm, free-space dereverberation, and talker localization. Jason Lawrence, Dan B. Goldman, Supreeth Achar, Gregory Major Blascovich, Joseph G. Desloge, Tommy Fortes, Eric M. Gomez, Sascha Häberling, Hugues Hoppe, Andy Huibers, Claude Knaus, Brian Kuschak, Ricardo Martin-Brualla, Harris Nover, Andrew Ian Russell, Steven M. Seitz, Kevin Tong |
ACM Trans. Graph. | 9 |
| 2020 | Poisson Surface Reconstruction with Envelope ConstraintsabstractAbstract Reconstructing surfaces from scanned 3D points has been an important research area for several decades. One common approach that has proven efficient and robust to noise is implicit surface reconstruction, i.e. fitting to the points a 3D scalar function (such as an indicator function or signed‐distance field) and then extracting an isosurface. Though many techniques fall within this category, existing methods either impose no boundary constraints or impose Dirichlet/Neumann conditions on the surface of a bounding box containing the scanned data. In this work, we demonstrate the benefit of supporting Dirichlet constraints on a general boundary. To this end, we adapt the Screened Poisson Reconstruction algorithm to input a constraint envelope in addition to the oriented point cloud. We impose Dirichlet boundary conditions, forcing the reconstructed implicit function to be zero outside this constraint surface. Using a visual hull and/or depth hull derived from RGB‐D scans to define the constraint envelope, we obtain substantially improved surface reconstructions in regions of missing data. Michael M. Kazhdan, Ming Chuang, Szymon Rusinkiewicz, Hugues Hoppe |
Comput. Graph. Forum | 4 |
| 2019 | Neural Rerendering in the WildabstractWe explore total scene capture --- recording, modeling, and rerendering a scene under varying appearance such as season and time of day. Starting from Internet photos of a tourist landmark, we apply traditional 3D reconstruction to register the photos and approximate the scene as a point cloud. For each photo, we render the scene points into a deep framebuffer, and train a deep neural network to learn the mapping of these initial renderings to the actual photos. This rerendering network also takes as input a latent appearance vector and a semantic mask indicating the location of transient objects like pedestrians. The model is evaluated on several datasets of publicly available images spanning a broad range of illumination conditions. We create short videos that demonstrate realistic manipulation of the image viewpoint, appearance, and semantic labels. We also compare results to prior work on scene reconstruction from Internet photos. Moustafa Meshry, Dan B. Goldman, Sameh Khamis, Hugues Hoppe, Rohit Pandey, Noah Snavely, Ricardo Martin-Brualla |
CVPR | 4 |
| 2019 | An Adaptive Multi-Grid Solver for Applications in Computer GraphicsabstractAbstract A key processing step in numerous computer graphics applications is the solution of a linear system discretized over a spatial domain. Often, the linear system can be represented using an adaptive domain tessellation, either because the solution will only be sampled sparsely, or because the solution is known to be ‘interesting’ (e.g. high frequency) only in localized regions. In this work, we propose an adaptive, finite elements, multi‐grid solver capable of efficiently solving such linear systems. Our solver is designed to be general‐purpose, supporting finite elements of different degrees, across different dimensions and supporting both integrated and pointwise constraints. We demonstrate the efficacy of our solver in applications including surface reconstruction, image stitching and Euclidean Distance Transform calculation. Michael M. Kazhdan, Hugues Hoppe |
Comput. Graph. Forum | 2 |
| 2018 | Montage4D: interactive seamless fusion of multiview video texturesabstractThe commoditization of virtual and augmented reality devices and the availability of inexpensive consumer depth cameras have catalyzed a resurgence of interest in spatiotemporal performance capture. Recent systems like Fusion4D and Holoportation address several crucial problems in the real-time fusion of multiview depth maps into volumetric and deformable representations. Nonetheless, stitching multiview video textures onto dynamic meshes remains challenging due to imprecise geometries, occlusion seams, and critical time constraints. In this paper, we present a practical solution towards real-time seamless texture montage for dynamic multiview reconstruction. We build on the ideas of dilated depth discontinuities and majority voting from Holoportation to reduce ghosting effects when blending textures. In contrast to their approach, we determine the appropriate blend of textures per vertex using view-dependent rendering techniques, so as to avert fuzziness caused by the ubiquitous normal-weighted blending. By leveraging geodesics-guided diffusion and temporal texture fields, our algorithm mitigates spatial occlusion seams while preserving temporal consistency. Experiments demonstrate significant enhancement in rendering quality, especially in detailed regions such as faces. We envision a wide range of applications for Montage4D, including immersive telepresence for business, training, and live entertainment. Ruofei Du, Ming Chuang, Wayne Chang, Hugues Hoppe, Amitabh Varshney |
I3D | 4 |
| 2018 | Gigapixel Panorama Video LoopsabstractWe present the first technique to create wide-angle, high-resolution looping panoramic videos. Starting with a 2D grid of registered videos acquired on a robotic mount, we formulate a combinatorial optimization to determine for each output pixel the source video and looping parameters that jointly maximize spatiotemporal consistency. This optimization is accelerated by reducing the set of source labels using a graph-coloring scheme. We parallelize the computation and implement it out-of-core by partitioning the domain along low-importance paths. The merged panorama is assembled using gradient-domain blending and stored as a hierarchy of video tiles. Finally, an interactive viewer adaptively preloads these tiles for responsive browsing and allows the user to interactively edit and improve local regions. We demonstrate these techniques on gigapixel-sized looping panoramas. Mingming He, Jing Liao 0001, Pedro V. Sander, Hugues Hoppe |
ACM Trans. Graph. | 4 |
| 2018 | Gradient-domain processing within a texture atlasabstractProcessing signals on surfaces often involves resampling the signal over the vertices of a dense mesh and applying mesh-based filtering operators. We present a framework to process a signal directly in a texture atlas domain. The benefits are twofold: avoiding resampling degradation and exploiting the regularity of the texture image grid. The main challenges are to preserve continuity across atlas chart boundaries and to adapt differential operators to the non-uniform parameterization. We introduce a novel function space and multigrid solver that jointly enable robust, interactive, and geometry-aware signal processing. We demonstrate our approach using several applications including smoothing and sharpening, multiview stitching, geodesic distance computation, and line integral convolution. Fabian Prada, Michael M. Kazhdan, Ming Chuang, Hugues Hoppe |
ACM Trans. Graph. | 4 |
| 2017 | Spatiotemporal atlas parameterization for evolving meshesabstractWe convert a sequence of unstructured textured meshes into a mesh with incrementally changing connectivity and atlas parameterization. Like prior work on surface tracking, we seek temporally coherent mesh connectivity to enable efficient representation of surface geometry and texture. Like recent work on evolving meshes, we pursue local remeshing to permit tracking over long sequences containing significant deformations or topological changes. Our main contribution is to show that both goals are realizable within a common framework that simultaneously evolves both the set of mesh triangles and the parametric map. Sparsifying the remeshing operations allows the formation of large spatiotemporal texture charts. These charts are packed as prisms into a 3D atlas for a texture video. Reducing tracking drift using mesh-based optical flow helps improve compression of the resulting video stream. Fabian Prada, Michael M. Kazhdan, Ming Chuang, Alvaro Collet, Hugues Hoppe |
ACM Trans. Graph. | 5 |
| 2016 | Motion graphs for unstructured textured meshesabstractScanned performances are commonly represented in virtual environments as sequences of textured triangle meshes. Detailed shapes deforming over time benefit from meshes with dynamically evolving connectivity. We analyze these unstructured mesh sequences to automatically synthesize motion graphs with new smooth transitions between compatible poses and actions. Such motion graphs enable natural periodic motions, stochastic playback, and user-directed animations. The main challenge of unstructured sequences is that the meshes differ not only in connectivity but also in alignment, shape, and texture. We introduce new geometry processing techniques to address these problems and demonstrate visually seamless transitions on high-quality captures. Fabian Prada, Michael M. Kazhdan, Ming Chuang, Alvaro Collet, Hugues Hoppe |
ACM Trans. Graph. | 5 |
| 2016 | New Controls for Combining Images in CorrespondenceabstractWhen interpolating images, for instance in the context of morphing, there are myriad approaches for defining correspondence maps that align structurally similar elements. However, the actual interpolation usually involves simple functions for both geometric paths and color blending. In this paper we explore new types of controls for combining two images related by a correspondence map. Our insight is to apply recent edge-aware decomposition techniques, not just to the image content but to the map itself. Our framework establishes an intuitive low-dimensional parameter space for merging the shape and color from the two source images at both low and high frequencies. A gallery-based user interface enables interactive traversal of this rich space, to either define a morph path or synthesize new hybrid images. Extrapolation of the shape parameters achieves compelling effects. Finally we demonstrate an extension of the framework to videos. Jing Liao 0001, Diego F. Nehab, Hugues Hoppe, Pedro V. Sander |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2015 | High-quality streamable free-viewpoint videoabstractWe present the first end-to-end solution to create high-quality free-viewpoint video encoded as a compact data stream. Our system records performances using a dense set of RGB and IR video cameras, generates dynamic textured surfaces, and compresses these to a streamable 3D video format. Four technical advances contribute to high fidelity and robustness: multimodal multi-view stereo fusing RGB, IR, and silhouette information; adaptive meshing guided by automatic detection of perceptually salient areas; mesh tracking to create temporally coherent subsequences; and encoding of tracked textured meshes as an MPEG video stream. Quantitative experiments demonstrate geometric accuracy, texture fidelity, and encoding efficiency. We release several datasets with calibrated inputs and processed results to foster future research. Alvaro Collet, Ming Chuang, Pat Sweeney, Don Gillett, Dennis Evseev, David Calabrese, Hugues Hoppe, Adam G. Kirk, Steve Sullivan |
ACM Trans. Graph. | 7 |
| 2015 | Fast computation of seamless video loopsabstractShort looping videos concisely capture the dynamism of natural scenes. Creating seamless loops usually involves maximizing spatiotemporal consistency and applying Poisson blending. We take an end-to-end view of the problem and present new techniques that jointly improve loop quality while also significantly reducing processing time. A key idea is to relax the consistency constraints to anticipate the subsequent blending, thereby enabling looping of low-frequency content like moving clouds and changing illumination. We also analyze the input video to remove an undesired bias toward short loops. The quality gains are demonstrated visually and confirmed quantitatively using a new gradient-domain consistency metric. We improve system performance by classifying potentially loopable pixels, masking the 2D graph cut, pruning graph-cut labels based on dominant periods, and optimizing on a coarse grid while retaining finer detail. Together these techniques reduce computation times from tens of minutes to nearly real-time. Jing Liao 0001, Mark Finch, Hugues Hoppe |
ACM Trans. Graph. | 3 |
| 2014 | Semi-Automated Video MorphingabstractAbstract We explore creating smooth transitions between videos of different scenes. As in traditional image morphing, good spatial correspondence is crucial to prevent ghosting, especially at silhouettes. Video morphing presents added challenges. Because motions are often unsynchronized, temporal alignment is also necessary. Applying morphing to individual frames leads to discontinuities, so temporal coherence must be considered. Our approach is to optimize a full spatiotemporal mapping between the two videos. We reduce tedious interactions by letting the optimization derive the fine‐scale map given only sparse user‐specified constraints. For robustness, the optimization objective examines structural similarity of the video content. We demonstrate the approach on a variety of videos, obtaining results using few explicit correspondences. Jing Liao 0001, Rodolfo S. Lima, Diego F. Nehab, Hugues Hoppe, Pedro V. Sander |
Comput. Graph. Forum | 4 |
| 2014 | Automating Image Morphing Using Structural Similarity on a Halfway DomainabstractThe main challenge in achieving good image morphs is to create a map that aligns corresponding image elements. Our aim is to help automate this often tedious task. We compute the map by optimizing the compatibility of corresponding warped image neighborhoods using an adaptation of structural similarity. The optimization is regularized by a thin-plate spline and may be guided by a few user-drawn points. We parameterize the map over a halfway domain and show that this representation offers many benefits. The map is able to treat the image pair symmetrically, model simple occlusions continuously, span partially overlapping images, and define extrapolated correspondences. Moreover, it enables direct evaluation of the morph in a pixel shader without mesh rasterization. We improve the morphs by optimizing quadratic motion paths and by seamlessly extending content beyond the image boundaries. We parallelize the algorithm on a GPU to achieve a responsive interface and demonstrate challenging morphs obtained with little effort. Jing Liao 0001, Rodolfo S. Lima, Diego F. Nehab, Hugues Hoppe, Pedro V. Sander |
ACM Trans. Graph. | 4 |
| 2014 | Errata for GPU-Efficient Recursive Filtering and Summed-Area TablesabstractNo abstract available. Diego F. Nehab, André Maximo, Rodolfo S. Lima, Hugues Hoppe |
ACM Trans. Graph. | 4 |
| 2013 | Screened poisson surface reconstructionabstractPoisson surface reconstruction creates watertight surfaces from oriented point sets. In this work we extend the technique to explicitly incorporate the points as interpolation constraints. The extension can be interpreted as a generalization of the underlying mathematical framework to a screened Poisson equation. In contrast to other image and geometry processing techniques, the screening term is defined over a sparse set of points rather than over the full domain. We show that these sparse constraints can nonetheless be integrated efficiently. Because the modified linear system retains the same finite-element discretization, the sparsity structure is unchanged, and the system can still be solved using a multigrid approach. Moreover we present several algorithmic improvements that together reduce the time complexity of the solver to linear in the number of points, thereby enabling faster, higher-quality surface reconstructions. Michael M. Kazhdan, Hugues Hoppe |
ACM Trans. Graph. | 2 |
| 2013 | Automated video looping with progressive dynamismabstractGiven a short video we create a representation that captures a spectrum of looping videos with varying levels of dynamism, ranging from a static image to a highly animated loop. In such a progressively dynamic video, scene liveliness can be adjusted interactively using a slider control. Applications include background images and slideshows, where the desired level of activity may depend on personal taste or mood. The representation also provides a segmentation of the scene into independently looping regions, enabling interactive local adjustment over dynamism. For a landscape scene, this control might correspond to selective animation and deanimation of grass motion, water ripples, and swaying trees. Converting arbitrary video to looping content is a challenging research problem. Unlike prior work, we explore an optimization in which each pixel automatically determines its own looping period. The resulting nested segmentation of static and dynamic scene regions forms an extremely compact representation. Zicheng Liao, Neel Joshi, Hugues Hoppe |
ACM Trans. Graph. | 3 |
| 2012 | Cliplets: juxtaposing still and dynamic imageryabstractWe explore creating ""cliplets"", a form of visual media that juxtaposes still image and video segments, both spatially and temporally, to expressively abstract a moment. Much as in ""cinemagraphs"", the tension between static and dynamic elements in a cliplet reinforces both aspects, strongly focusing the viewer's attention. Creating this type of imagery is challenging without professional tools and training. We develop a set of idioms, essentially spatiotemporal mappings, that characterize cliplet elements, and use these idioms in an interactive system to quickly compose a cliplet from ordinary handheld video. One difficulty is to avoid artifacts in the cliplet composition without resorting to extensive manual input. We address this with automatic alignment, looping optimization and feathering, simultaneous matting and compositing, and Laplacian blending. A key user-interface challenge is to provide affordances to define the parameters of the mappings from input time to output time while maintaining a focus on the cliplet being created. We demonstrate the creation of a variety of cliplet types. We also report on informal feedback as well as a more structured survey of users. Neel Joshi, Sisil Mehta, Steven Mark Drucker, Eric J. Stollnitz, Hugues Hoppe, Matthew Uyttendaele, Michael F. Cohen |
UIST | 5 |
| 2012 | A Subdivision-Based Representation for Vector Image EditingabstractVector graphics has been employed in a wide variety of applications due to its scalability and editability. Editability is a high priority for artists and designers who wish to produce vector-based graphical content with user interaction. In this paper, we introduce a new vector image representation based on piecewise smooth subdivision surfaces, which is a simple, unified and flexible framework that supports a variety of operations, including shape editing, color editing, image stylization, and vector image processing. These operations effectively create novel vector graphics by reusing and altering existing image vectorization results. Because image vectorization yields an abstraction of the original raster image, controlling the level of detail of this abstraction is highly desirable. To this end, we design a feature-oriented vector image pyramid that offers multiple levels of abstraction simultaneously. Our new vector image representation can be rasterized efficiently using GPU-accelerated subdivision. Experiments indicate that our vector image representation achieves high visual quality and better supports editing operations than existing representations. Zicheng Liao, Hugues Hoppe, David A. Forsyth, Yizhou Yu |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2011 | Freeform vector graphics with controlled thin-plate splinesabstractRecent work defines vector graphics using diffusion between colored curves. We explore higher-order fairing to enable more natural interpolation and greater expressive control. Specifically, we build on thin-plate splines which provide smoothness everywhere except at user-specified tears and creases (discontinuities in value and derivative respectively). Our system lets a user sketch discontinuity curves without fixing their colors, and sprinkle color constraints at sparse interior points to obtain smooth interpolation subject to the outlines. We refine the representation with novel contour and slope curves, which anisotropically constrain interpolation derivatives. Compound curves further increase editing power by expanding a single curve into multiple offsets of various basic types (value, tear, crease, slope, and contour). The vector constraints are discretized over an image grid, and satisfied using a hierarchical solver. We demonstrate interactive authoring on a desktop CPU. Mark Finch, John M. Snyder, Hugues Hoppe |
ACM Trans. Graph. | 3 |
| 2011 | GPU-efficient recursive filtering and summed-area tablesabstractImage processing operations like blurring, inverse convolution, and summed-area tables are often computed efficiently as a sequence of 1D recursive filters. While much research has explored parallel recursive filtering, prior techniques do not optimize across the entire filter sequence. Typically, a separate filter (or often a causal-anticausal filter pair) is required in each dimension. Computing these filter passes independently results in significant traffic to global memory, creating a bottleneck in GPU systems. We present a new algorithmic framework for parallel evaluation. It partitions the image into 2D blocks, with a small band of additional data buffered along each block perimeter. We show that these perimeter bands are sufficient to accumulate the effects of the successive filters. A remarkable result is that the image data is read only twice and written just once, independent of image size, and thus total memory bandwidth is reduced even compared to the traditional serial algorithm. We demonstrate significant speedups in GPU computation. Diego F. Nehab, André Maximo, Rodolfo S. Lima, Hugues Hoppe |
ACM Trans. Graph. | 4 |
| 2011 | Antialiasing recoveryabstractWe present a method for restoring antialiased edges that are damaged by certain types of nonlinear image filters. This problem arises with many common operations such as intensity thresholding, tone mapping, gamma correction, histogram equalization, bilateral filters, unsharp masking, and certain nonphotorealistic filters. We present a simple algorithm that selectively adjusts the local gradients in affected regions of the filtered image so that they are consistent with those in the original image. Our algorithm is highly parallel and is therefore easily implemented on a GPU. Our prototype system can process up to 500 megapixels per second and we present results for a number of different image filters. Lei Yang 0006, Pedro V. Sander, Jason Lawrence, Hugues Hoppe |
ACM Trans. Graph. | 4 |
| 2011 | Image-based bidirectional scene reprojectionabstractWe introduce a method for increasing the framerate of real-time rendering applications. Whereas many existing temporal upsampling strategies only reuse information from previous frames, our bidirectional technique reconstructs intermediate frames from a pair of consecutive rendered frames. This significantly improves the accuracy and efficiency of data reuse since very few pixels are simultaneously occluded in both frames. We present two versions of this basic algorithm. The first is appropriate for fill-bound scenes as it limits the number of expensive shading calculations, but involves rasterization of scene geometry at each intermediate frame. The second version, our more significant contribution, reduces both shading and geometry computations by performing reprojection using only image-based buffers. It warps and combines the adjacent rendered frames using an efficient iterative search on their stored scene depth and flow. Bidirectional reprojection introduces a small amount of lag. We perform a user study to investigate this lag, and find that its effect is minor. We demonstrate substantial performance improvements (3--4x) for a variety of applications, including vertex-bound and fill-bound scenes, multi-pass effects, and motion blur. Lei Yang 0006, Yu-Chiu Tse, Pedro V. Sander, Jason Lawrence, Diego F. Nehab, Hugues Hoppe, Clara L. Wilkins |
ACM Trans. Graph. | 6 |
| 2010 | Seamless Montage for Texturing ModelsabstractAbstract We present an automatic method to recover high‐resolution texture over an object by mapping detailed photographs onto its surface. Such high‐resolution detail often reveals inaccuracies in geometry and registration, as well as lighting variations and surface reflections. Simple image projection results in visible seams on the surface. We minimize such seams using a global optimization that assigns compatible texture to adjacent triangles. The key idea is to search not only combinatorially over the source images, but also over a set of local image transformations that compensate for geometric misalignment. This broad search space is traversed using a discrete labeling algorithm, aided by a coarse‐to‐fine strategy. Our approach significantly improves resilience to acquisition errors, thereby allowing simple and easy creation of textured models for use in computer graphics. Ran Gal, Yonatan Wexler, Eyal Ofek, Hugues Hoppe, Daniel Cohen-Or |
Comput. Graph. Forum | 4 |
| 2010 | Optimizing continuity in multiscale imageryabstractMultiscale imagery often combines several sources with differing appearance. For instance, Internet-based maps contain satellite and aerial photography. Zooming within these maps may reveal jarring transitions. We present a scheme that creates a visually smooth mipmap pyramid from stitched imagery at several scales. The scheme involves two new techniques. The first, structure transfer , is a nonlinear operator that combines the detail of one image with the local appearance of another. We use this operator to inject detail from the fine image into the coarse one while retaining color consistency. The improved structural similarity greatly reduces inter-level ghosting artifacts. The second, clipped Laplacian blending , is an efficient construction to minimize blur when creating intermediate levels. It considers the sum of all inter-level image differences within the pyramid. We demonstrate continuous zooming of map imagery from space to ground level. Charles Han, Hugues Hoppe |
ACM Trans. Graph. | 2 |
| 2010 | Metric-aware processing of spherical imageryabstractProcessing spherical images is challenging. Because no spherical parameterization is globally uniform, an accurate solver must account for the spatially varying metric. We present the first efficient metric-aware solver for Laplacian processing of spherical data. Our approach builds on the commonly used equirectangular parameterization, which provides differentiability, axial symmetry, and grid sampling. Crucially, axial symmetry lets us discretize the Laplacian operator just once per grid row. One difficulty is that anisotropy near the poles leads to a poorly conditioned system. Our solution is to construct an adapted hierarchy of finite elements, adjusted at the poles to maintain derivative continuity, and selectively coarsened to bound element anisotropy. The resulting elements are nested both within and across resolution levels. A streaming multigrid solver over this hierarchy achieves excellent convergence rate and scales to huge images. We demonstrate applications in reaction-diffusion texture synthesis and panorama stitching and sharpening. Michael M. Kazhdan, Hugues Hoppe |
ACM Trans. Graph. | 2 |
| 2010 | Distributed gradient-domain processing of planar and spherical imagesabstractGradient-domain processing is widely used to edit and combine images. In this article we extend the framework in two directions. First, we adapt the gradient-domain approach to operate on a spherical domain, to enable operations such as seamless stitching, dynamic-range compression, and gradient-based sharpening over spherical imagery. An efficient streaming computation is obtained using a new spherical parameterization with bounded distortion and localized boundary constraints. Second, we design a distributed solver to efficiently process large planar or spherical images. The solver partitions images into bands, streams through these bands in parallel within a networked cluster, and schedules computation to hide the necessary synchronization latency. We demonstrate our contributions on several datasets including the Digitized Sky Survey, a terapixel spherical scan of the night sky. Michael M. Kazhdan, Dinoj Surendran, Hugues Hoppe |
ACM Trans. Graph. | 3 |
| 2010 | Parallel View-Dependent Level-of-Detail ControlabstractWe present a scheme for view-dependent level-of-detail control that is implemented entirely on programmable graphics hardware. Our scheme selectively refines and coarsens an arbitrary triangle mesh at the granularity of individual vertices to create meshes that are highly adapted to dynamic view parameters. Such fine-grain control has previously been demonstrated using sequential CPU algorithms. However, these algorithms involve pointer-based structures with intricate dependencies that cannot be handled efficiently within the restricted framework of GPU parallelism. We show that by introducing new data structures and dependency rules, one can realize fine-grain progressive mesh updates as a sequence of parallel streaming passes over the mesh elements. A major design challenge is that the GPU processes stream elements in isolation. The mesh update algorithm has time complexity proportional to the selectively refined mesh, and moreover, can be amortized across several frames. The result is a single standard index buffer that can be used directly for rendering. The static data structure is remarkably compact, requiring only 57 percent more memory than an indexed triangle list. We demonstrate real-time exploration of complex models with normals and textures, as well as shadowing and semitransparent surface rendering applications that make direct use of the resulting dynamic index buffer. Pedro V. Sander, Hugues Hoppe |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2009 | Parallel view-dependent refinement of progressive meshesabstractWe present a scheme for view-dependent level-of-detail control that is implemented entirely on programmable graphics hardware. Our scheme selectively refines and coarsens an arbitrary triangle mesh at the granularity of individual vertices, to create meshes that are highly adapted to dynamic view parameters. Such fine-grain control has previously been demonstrated using sequential CPU algorithms. However, these algorithms involve pointer-based structures with intricate dependencies that cannot be handled efficiently within the restricted framework of GPU parallelism. We show that by introducing new data structures and dependency rules, one can realize fine-grain progressive mesh updates as a sequence of parallel streaming passes over the mesh elements. A major design challenge is that the GPU processes stream elements in isolation. The mesh update algorithm has time complexity proportional to the selectively refined mesh, and moreover can be amortized across several frames. The static data structure is remarkably compact, requiring only 57% more memory than an indexed triangle list. We demonstrate real-time exploration of complex models with normals and textures. Pedro V. Sander, Hugues Hoppe |
SI3D | 3 |
| 2009 | Amortized supersamplingabstractWe present a real-time rendering scheme that reuses shading samples from earlier time frames to achieve practical antialiasing of procedural shaders. Using a reprojection strategy, we maintain several sets of shading estimates at subpixel precision, and incrementally update these such that for most pixels only one new shaded sample is evaluated per frame. The key difficulty is to prevent accumulated blurring during successive reprojections. We present a theoretical analysis of the blur introduced by reprojection methods. Based on this analysis, we introduce a nonuniform spatial filter, an adaptive recursive temporal filter, and a principled scheme for locally estimating the spatial blur. Our scheme is appropriate for antialiasing shading attributes that vary slowly over time. It works in a single rendering pass on commodity graphics hardware, and offers results that surpass 4x4 stratified supersampling in quality, at a fraction of the cost. Lei Yang 0006, Diego F. Nehab, Pedro V. Sander, Pitchaya Sitthi-amorn, Jason Lawrence, Hugues Hoppe |
ACM Trans. Graph. | 6 |
| 2008 | Poisson surface reconstruction and its applicationsabstractSurface reconstruction from oriented points can be cast as a spatial Poisson problem. This Poisson formulation considers all the points at once, without resorting to heuristic spatial partitioning or blending, and is therefore highly resilient to data noise. Unlike radial basis function schemes, the Poisson approach allows a hierarchy of locally supported basis functions, and therefore the solution reduces to a well conditioned sparse linear system. To reconstruct detailed models in limited memory, we solve this Poisson formulation efficiently using a streaming framework. Specifically, we introduce a multilevel streaming representation, which enables efficient traversal of a sparse octree by concurrently advancing through multiple streams, one per octree level. Remarkably, for our reconstruction application, a sufficiently accurate solution to the global linear system is obtained using a single iteration of cascadic multigrid, which can be evaluated within a single multi-stream pass. Finally, we explore the application of Poisson reconstruction to the setting of multi-view stereo, to reconstruct detailed 3D models of outdoor scenes from collections of Internet images. Hugues Hoppe |
Symposium on Solid and Physical Modeling | 1 |
| 2008 | Streaming multigrid for gradient-domain operations on large imagesabstractWe introduce a new tool to solve the large linear systems arising from gradient-domain image processing. Specifically, we develop a streaming multigrid solver, which needs just two sequential passes over out-of-core data. This fast solution is enabled by a combination of three techniques: (1) use of second-order finite elements (rather than traditional finite differences) to reach sufficient accuracy in a single V-cycle, (2) temporally blocked relaxation, and (3) multi-level streaming to pipeline the restriction and prolongation phases into single streaming passes. A key contribution is the extension of the B-spline finite-element method to be compatible with the forward-difference gradient representation commonly used with images. Our streaming solver is also efficient for in-memory images, due to its fast convergence and excellent cache behavior. Remarkably, it can outperform spatially adaptive solvers that exploit application-specific knowledge. We demonstrate seamless stitching and tone-mapping of gigapixel images in about an hour on a notebook PC. Michael M. Kazhdan, Hugues Hoppe |
ACM Trans. Graph. | 2 |
| 2008 | Random-access rendering of general vector graphicsabstractWe introduce a novel representation for random-access rendering of antialiased vector graphics on the GPU, along with efficient encoding and rendering algorithms. The representation supports a broad class of vector primitives, including multiple layers of semitransparent filled and stroked shapes, with quadratic outlines and color gradients. Our approach is to create a coarse lattice in which each cell contains a variable-length encoding of the graphics primitives it overlaps. These cell-specialized encodings are interpreted at runtime within a pixel shader. Advantages include localized memory access and the ability to map vector graphics onto arbitrary surfaces, or under arbitrary deformations. Most importantly, we perform both prefiltering and supersampling within a single pixel shader invocation, achieving inter-primitive antialiasing at no added memory bandwidth cost. We present an efficient encoding algorithm, and demonstrate high-quality real-time rendering of complex, real-world examples. Diego F. Nehab, Hugues Hoppe |
ACM Trans. Graph. | 2 |
| 2008 | Efficient traversal of mesh edges using adjacency primitivesabstractProcessing of mesh edges lies at the core of many advanced realtime rendering techniques, ranging from shadow and silhouette computations, to motion blur and fur rendering. We present a scheme for efficient traversal of mesh edges that builds on the adjacency primitives and programmable geometry shaders introduced in recent graphics hardware. Our scheme aims to minimize the number of primitives while maximizing SIMD parallelism. These objectives reduce to a set of discrete optimization problems on the dual graph of the mesh, and we develop practical solutions to these graph problems. In addition, we extend two existing vertex cache optimization algorithms to produce cache-efficient traversal orderings for adjacency primitives. We demonstrate significant runtime speedups for several practical real-time rendering algorithms. Pedro V. Sander, Diego F. Nehab, Eden Chlamtác, Hugues Hoppe |
ACM Trans. Graph. | 4 |
| 2008 | Factoring repeated content within and among imagesabstractWe reduce transmission bandwidth and memory space for images by factoring their repeated content. A transform map and a condensed epitome are created such that all image blocks can be reconstructed from transformed epitome patches. The transforms may include affine deformation and color scaling to account for perspective and tonal variations across the image. The factored representation allows efficient random-access through a simple indirection, and can therefore be used for real-time texture mapping without expansion in memory. Our scheme is orthogonal to traditional image compression, in the sense that the epitome is amenable to further compression such as DXT. Moreover it allows a new mode of progressivity, whereby generic features appear before unique detail. Factoring is also effective across a collection of images, particularly in the context of image-based rendering. Eliminating redundant content lets us include textures that are several times as large in the same memory space. Huamin Wang 0001, Yonatan Wexler, Eyal Ofek, Hugues Hoppe |
ACM Trans. Graph. | 4 |
| 2007 | Multi-View Stereo for Community Photo CollectionsabstractWe present a multi-view stereo algorithm that addresses the extreme changes in lighting, scale, clutter, and other effects in large online community photo collections. Our idea is to intelligently choose images to match, both at a per-view and per-pixel level. We show that such adaptive view selection enables robust performance even with dramatic appearance variability. The stereo matching technique takes as input sparse 3D points reconstructed from structure-from-motion methods and iteratively grows surfaces from these points. Optimizing for surface normals within a photoconsistency measure significantly improves the matching results. While the focus of our approach is to estimate high-quality depth maps, we also show examples of merging the resulting depth maps into compelling scene reconstructions. We demonstrate our algorithm on standard multi-view stereo datasets and on casually acquired photo collections of famous scenes gathered from the Internet. Michael Goesele, Noah Snavely, Brian Curless, Hugues Hoppe, Steven M. Seitz |
ICCV | 4 |
| 2007 | Compressed Random-Access Trees for Spatially Coherent Data
Sylvain Lefebvre 0001, Hugues Hoppe |
Rendering Techniques | 2 |
| 2007 | Multilevel streaming for out-of-core surface reconstruction
Matthew Bolitho, Michael M. Kazhdan, Randal C. Burns, Hugues Hoppe |
Symposium on Geometry Processing | 4 |
| 2007 | Unconstrained isosurface extraction on arbitrary octrees
Michael M. Kazhdan, Allison W. Klein, Ketan Dalal, Hugues Hoppe |
Symposium on Geometry Processing | 4 |
| 2007 | Design of tangent vector fieldsabstractTangent vector fields are an essential ingredient in controlling surface appearance for applications ranging from anisotropic shading to texture synthesis and non-photorealistic rendering. To achieve a desired effect one is typically interested in smoothly varying fields that satisfy a sparse set of user-provided constraints. Using tools from Discrete Exterior Calculus, we present a simple and efficient algorithm for designing such fields over arbitrary triangle meshes. By representing the field as scalars over mesh edges ( i.e. , discrete 1-forms), we obtain an intrinsic, coordinate-free formulation in which field smoothness is enforced through discrete Laplace operators. Unlike previous methods, such a formulation leads to a linear system whose sparsity permits efficient pre-factorization. Constraints are incorporated through weighted least squares and can be updated rapidly enough to enable interactive design, as we demonstrate in the context of anisotropic texture synthesis. Matthew Fisher, Peter Schröder, Mathieu Desbrun, Hugues Hoppe |
ACM Trans. Graph. | 4 |
| 2006 | Poisson surface reconstruction
Michael M. Kazhdan, Matthew Bolitho, Hugues Hoppe |
Symposium on Geometry Processing | 3 |
| 2006 | Special issue on SPM 05
Leif Kobbelt, Vadim Shapiro, Mario Botsch, Frédéric Cazals, Daniel Cohen-Or, Hugues Hoppe, Shi-Min Hu 0001, Bert Jüttler, Myung-Soo Kim, James F. O'Brien |
Graph. Model. | 6 |
| 2006 | Appearance-space texture synthesisabstractThe traditional approach in texture synthesis is to compare color neighborhoods with those of an exemplar. We show that quality is greatly improved if pointwise colors are replaced by appearance vectors that incorporate nonlocal information such as feature and radiance-transfer data. We perform dimensionality reduction on these vectors prior to synthesis, to create a new appearance-space exemplar. Unlike a texton space, our appearance space is low-dimensional and Euclidean. Synthesis in this information-rich space lets us reduce runtime neighborhood vectors from 5x5 grids to just 4 locations. Building on this unifying framework, we introduce novel techniques for coherent anisometric synthesis, surface texture synthesis directly in an ordinary atlas, and texture advection. Remarkably, we achieve all these functionalities in real-time, or 3 to 4 orders of magnitude faster than prior work. Sylvain Lefebvre 0001, Hugues Hoppe |
ACM Trans. Graph. | 2 |
| 2006 | Perfect spatial hashingabstractWe explore using hashing to pack sparse data into a compact table while retaining efficient random access. Specifically, we design a perfect multidimensional hash function -- one that is precomputed on static data to have no hash collisions. Because our hash function makes a single reference to a small offset table, queries always involve exactly two memory accesses and are thus ideally suited for parallel SIMD evaluation on graphics hardware. Whereas prior hashing work strives for pseudorandom mappings, we instead design the hash function to preserve spatial coherence and thereby improve runtime locality of reference. We demonstrate numerous graphics applications including vector images, texture sprites, alpha channel compression, 3D-parameterized textures, 3D painting, simulation, and collision detection. Sylvain Lefebvre 0001, Hugues Hoppe |
ACM Trans. Graph. | 2 |
| 2005 | Parallel controllable texture synthesisabstractWe present a texture synthesis scheme based on neighborhood matching, with contributions in two areas: parallelism and control. Our scheme defines an infinite, deterministic, aperiodic texture, from which windows can be computed in real-time on a GPU. We attain high-quality synthesis using a new analysis structure called the Gaussian stack, together with a coordinate upsampling step and a subpass correction approach. Texture variation is achieved by multiresolution jittering of exemplar coordinates. Combined with the local support of parallel synthesis, the jitter enables intuitive user controls including multiscale randomness, spatial modulation over both exemplar and output, feature drag-and-drop, and periodicity constraints. We also introduce synthesis magnification, a fast method for amplifying coarse synthesis results to higher resolution. Sylvain Lefebvre 0001, Hugues Hoppe |
ACM Trans. Graph. | 2 |
| 2005 | Fast exact and approximate geodesics on meshesabstractThe computation of geodesic paths and distances on triangle meshes is a common operation in many computer graphics applications. We present several practical algorithms for computing such geodesics from a source point to one or all other points efficiently. First, we describe an implementation of the exact "single source, all destination" algorithm presented by Mitchell, Mount, and Papadimitriou (MMP). We show that the algorithm runs much faster in practice than suggested by worst case analysis. Next, we extend the algorithm with a merging operation to obtain computationally efficient and accurate approximations with bounded error. Finally, to compute the shortest path between two given points, we use a lower-bound property of our approximate geodesic algorithm to efficiently prune the frontier of the MMP algorithm. thereby obtaining an exact solution even more quickly. Vitaly Surazhsky, Tatiana Surazhsky, Danil Kirsanov, Steven J. Gortler, Hugues Hoppe |
ACM Trans. Graph. | 5 |
| 2004 | Overview of Recent Work on Geometry ImagesabstractSummary form only given. Surfaces in computer graphics are commonly represented using irregular meshes. While such meshes can approximate a given shape using few vertices, their irregularity comes at a price, since most mesh operations require random memory accesses through vertex indices and texture coordinates. Also, filter kernels must handle arbitrary mesh neighborhoods, and techniques like morphing, level-of-detail (LOD) control, and compression are complicated. As an alternative, we have introduced the geometry image representation, which captures shape using a completely regular sampling, i.e. a 2D grid of (x, y, z) values (Guet et al., 2002). The benefits of uniform grids are often taken for granted. Grids allow efficient traversal, random access, convolution, composition, down-sampling, and compression. We briefly review our recent work on constructing geometry images from given input models, and highlight some benefits of this new regular shape representation. Hugues Hoppe |
GMP | 1 |
| 2004 | Signal-Specialized Parameterization for Piecewise Linear Reconstruction
Geetika Tewari, John M. Snyder, Pedro V. Sander, Steven J. Gortler, Hugues Hoppe |
Symposium on Geometry Processing | 5 |
| 2004 | Geometry clipmaps: terrain rendering using nested regular gridsabstractRendering throughput has reached a level that enables a novel approach to level-of-detail (LOD) control in terrain rendering. We introduce the geometry clipmap, which caches the terrain in a set of nested regular grids centered about the viewer. The grids are stored as vertex buffers in fast video memory, and are incrementally refilled as the viewpoint moves. This simple framework provides visual continuity, uniform frame rate, complexity throttling, and graceful degradation. Moreover it allows two new exciting real-time functionalities: decompression and synthesis. Our main dataset is a 40GB height map of the United States. A compressed image pyramid reduces the size by a remarkable factor of 100, so that it fits entirely in memory. This compressed data also contributes normal maps for shading. As the viewer approaches the surface, we synthesize grid levels finer than the stored terrain using fractal noise displacement. Decompression, synthesis, and normal-map computations are incremental, thereby allowing interactive flight at 60 frames/sec. Frank Losasso, Hugues Hoppe |
ACM Trans. Graph. | 2 |
| 2004 | Digital photography with flash and no-flash image pairsabstractDigital photography has made it possible to quickly and easily take a pair of images of low-light environments: one with flash to capture detail and one without flash to capture ambient illumination. We present a variety of applications that analyze and combine the strengths of such flash/no-flash image pairs. Our applications include denoising and detail transfer (to merge the ambient qualities of the no-flash image with the high-frequency flash detail), white-balancing (to change the color tone of the ambient image), continuous flash (to interactively adjust flash intensity), and red-eye removal (to repair artifacts in the flash image). We demonstrate how these applications can synthesize new images that are of higher quality than either of the originals. Georg Petschnigg, Richard Szeliski, Maneesh Agrawala, Michael F. Cohen, Hugues Hoppe, Kentaro Toyama |
ACM Trans. Graph. | 5 |
| 2004 | Inter-surface mappingabstractWe consider the problem of creating a map between two arbitrary triangle meshes. Whereas previous approaches compose parametrizations over a simpler intermediate domain, we directly create and optimize a continuous map between the meshes. Map distortion is measured with a new symmetric metric, and is minimized during interleaved coarse-to-fine refinement of both meshes. By explicitly favoring low inter-surface distortion, we obtain maps that naturally align corresponding shape elements. Typically, the user need only specify a handful of feature correspondences for initial registration, and even these constraints can be removed during optimization. Our method robustly satisfies hard constraints if desired. Inter-surface mapping is shown using geometric and attribute morphs. Our general framework can also be applied to parametrize surfaces onto simplicial domains, such as coarse meshes (for semi-regular remeshing), and octahedron and toroidal domains (for geometry image remeshing). In these settings, we obtain better parametrizations than with previous specialized techniques, thanks to our fine-grain optimization. John Schreiner, Arul Asirvatham, Emil Praun, Hugues Hoppe |
ACM Trans. Graph. | 4 |
| 2004 | Removing excess topology from isosurfacesabstractMany high-resolution surfaces are created through isosurface extraction from volumetric representations, obtained by 3D photography, CT, or MRI. Noise inherent in the acquisition process can lead to geometrical and topological errors. Reducing geometrical errors during reconstruction is well studied. However, isosurfaces often contain many topological errors in the form of tiny handles. These nearly invisible artifacts hinder subsequent operations like mesh simplification, remeshing, and parametrization. In this article we present a practical method for removing handles in an isosurface. Our algorithm makes an axis-aligned sweep through the volume to locate handles, compute their sizes, and selectively remove them. The algorithm is designed to facilitate out-of-core execution. It finds the handles by incrementally constructing and analyzing a Reeb graph. The size of a handle is measured by a short nonseparating cycle. Handles are removed robustly by modifying the volume rather than attempting "mesh surgery." Finally, the volumetric modifications are spatially localized to preserve geometrical detail. We demonstrate topology simplification on several complex models, and show its benefits for subsequent surface processing. Zoë J. Wood, Hugues Hoppe, Mathieu Desbrun, Peter Schröder |
ACM Trans. Graph. | 2 |
| 2003 | Smooth Geometry Images
Frank Losasso, Hugues Hoppe, Scott Schaefer, Joe D. Warren |
Symposium on Geometry Processing | 2 |
| 2003 | Multi-Chart Geometry Images
Pedro V. Sander, Zoë J. Wood, Steven J. Gortler, John Snyder, Hugues Hoppe |
Symposium on Geometry Processing | 5 |
| 2003 | Spherical parametrization and remeshingabstractThe traditional approach for parametrizing a surface involves cutting it into charts and mapping these piecewise onto a planar domain. We introduce a robust technique for directly parametrizing a genus-zero surface onto a spherical domain. A key ingredient for making such a parametrization practical is the minimization of a stretch-based measure, to reduce scale-distortion and thereby prevent undersampling. Our second contribution is a scheme for sampling the spherical domain using uniformly subdivided polyhedral domains, namely the tetrahedron, octahedron, and cube. We show that these particular semi-regular samplings can be conveniently represented as completely regular 2D grids, i.e. geometry images. Moreover, these images have simple boundary extension rules that aid many processing operations. Applications include geometry remeshing, level-of-detail, morphing, compression, and smooth surface subdivision. Emil Praun, Hugues Hoppe |
ACM Trans. Graph. | 2 |
| 2002 | Geometry imagesabstractSurface geometry is often modeled with irregular triangle meshes. The process of remeshing refers to approximating such geometry using a mesh with (semi)-regular connectivity, which has advantages for many graphics applications. However, current techniques for remeshing arbitrary surfaces create only semi-regular meshes. The original mesh is typically decomposed into a set of disk-like charts, onto which the geometry is parametrized and sampled. In this paper, we propose to remesh an arbitrary surface onto a completely regular structure we call a geometry image. It captures geometry as a simple 2D array of quantized points. Surface signals like normals and colors are stored in similar 2D arrays using the same implicit surface parametrization --- texture coordinates are absent. To create a geometry image, we cut an arbitrary mesh along a network of edge paths, and parametrize the resulting single chart onto a square. Geometry images can be encoded using traditional image compression algorithms, such as wavelet-based coders. Xianfeng Gu, Steven J. Gortler, Hugues Hoppe |
ACM Trans. Graph. | 3 |
| 2001 | Real-time fur over arbitrary surfacesabstractWe introduce a method for real-time rendering of fur on surfaces of arbitrary topology. As a pre-process, we simulate virtual hair with a particle system, and sample it into a volume texture. Next, we parameterize the texture over a surface of arbitrary topology using "lapped textures" --- an approach for applying a sample texture to a surface by repeatedly pasting patches of the texture until the surface is covered. The use of lapped textures permits specifying a global direction field for the fur over the surface. At runtime, the patches of volume textures are rendered as a series of concentric shells of semi-transparent medium. To improve the visual quality of the fur near silhouettes, we place "fins" normal to the surface and render these using conventional 2D texture maps sampled from the volume texture in the direction of hair growth. The method generates convincing imagery of fur at interactive rates for models of moderate complexity. Furthermore, the scheme allows real-time modification of viewing and lighting conditions, as well as local control over hair color, length, and direction. Jed Lengyel, Emil Praun, Adam Finkelstein, Hugues Hoppe |
SI3D | 4 |
| 2001 | Discontinuity edge overdrawabstractAliasing is an important problem when rendering triangle meshes. Efficient antialiasing techniques such as mipmapping greatly improve the filtering of textures defined over a mesh. A major component of the remaining aliasing occurs along discontinuity edges such as silhouettes, creases, and material boundaries. Framebuffer supersampling is a simple remedy, but 2x2 supersampling leaves behind significant temporal artifacts, while greater supersampling demands even more fill-rate and memory. We present an alternative that focuses effort on discontinuity edges by overdrawing such edges as antialiased lines. Although the idea is simple, several subtleties arise. Visible silhouette edges must be detected efficiently. Discontinuity edges need consistent orientations. They must be blended as they approach the silhouette to avoid popping. Unfortunately, edge blending results in blurriness. Our technique balances these two competing objectives of temporal smoothness and spatial sharpness. Finally, the best results are obtained when discontinuity edges are sorted by depth. Our approach proves surprisingly effective at reducing temporal artifacts commonly referred to as "crawling jaggies," with little added cost. Pedro V. Sander, Hugues Hoppe, John Snyder, Steven J. Gortler |
SI3D | 2 |
| 2001 | Real-time hatchingabstractDrawing surfaces using hatching strokes simultaneously conveys material, tone, and form. We present a real-time system for non-photorealistic rendering of hatching strokes over arbitrary surfaces. During an automatic preprocess, we construct a sequence of mipmapped hatch images corresponding to different tones, collectively called a tonal art map. Strokes within the hatch images are scaled to attain appropriate stroke size and density at all resolutions, and are organized to maintain coherence across scales and tones. At runtime, hardware multitexturing blends the hatch images over the rendered faces to locally vary tone while maintaining both spatial and temporal coherence. To render strokes over arbitrary surfaces, we build a lapped texture parametrization where the overlapping patches align to a curvature-based direction field. We demonstrate hatching strokes over complex surfaces in a variety of styles. Emil Praun, Hugues Hoppe, Matthew Webb, Adam Finkelstein |
SIGGRAPH | 2 |
| 2001 | Texture mapping progressive meshesabstractGiven an arbitrary mesh, we present a method to construct a progressive mesh (PM) such that all meshes in the PM sequence share a common texture parametrization. Our method considers two important goals simultaneously. It minimizes texture stretch (small texture distances mapped onto large surface distances) to balance sampling rates over all locations and directions on the surface. It also minimizes texture deviation (“slippage” error based on parametric correspondence) to obtain accurate textured mesh approximations. The method begins by partitioning the mesh into charts using planarity and compactness heuristics. It creates a stretch-minimizing parametrization within each chart, and resizes the charts based on the resulting stretch. Next, it simplifies the mesh while respecting the chart boundaries. The parametrization is re-optimized to reduce both stretch and deviation over the whole PM sequence. Finally, the charts are packed into a texture atlas. We demonstrate using such atlases to sample color and normal maps over several models. Pedro V. Sander, John M. Snyder, Steven J. Gortler, Hugues Hoppe |
SIGGRAPH | 4 |
| 2000 | Displaced subdivision surfacesabstractIn this paper we introduce a new surface representing, the displaced subdivision surface. It represents a detailed surface model as a scalar-valued displacement over a smooth domain surface. Our representation defines both the domain surface and the displacement function using a unified subdivision framework, allowing for simple and efficient evaluation of analytic surface properties. We present a simple, automatic scheme for converting detailed geometric models into such a representation. The challenge in this conversion process is to find a simple subdivision surface that still faithfully expresses the detailed model as its offset. We demonstrate that displaced subdivision surfaces offer a number of benefits, including geometry compression, editing, animation, scalability, and adaptive rendering. In particular, the encoding of fine detail as a scalar function makes the representation extremely compact. Aaron W. F. Lee, Henry P. Moreton, Hugues Hoppe |
SIGGRAPH | 3 |
| 2000 | Lapped texturesabstractWe present for creating texture over an surface mesh using an example 2D texture. The approach is to identify interesting regions (texture patches) in the 2D example, and to repeatedly paste them onto the surface until it is completely covered. We call such a collection of overlapping patches a lapped texture. It is rendered using compositing operations, either into a traditional global texture map during a preprocess, or directly with the surface at runtime. The runtime compositing approach avoids resampling artifacts and drastically reduces texture memory requirements. Emil Praun, Adam Finkelstein, Hugues Hoppe |
SIGGRAPH | 3 |
| 2000 | Silhouette clippingabstractApproximating detailed with coarse, texture-mapped meshes results in polygonal silhouettes. To eliminate this artifact, we introduce silhouette clipping, a framework for efficiently clipping the rendering of coarse geometry to the exact silhouette of the original model. The coarse mesh is obtained using progressive hulls, a novel representation with the nesting property required for proper clipping. We describe an improved technique for constructing texture and normal maps over this coarse mesh. Given a perspective view, silhouettes are efficiently extracted from the original mesh using a precomputed search tree. Within the tree, hierarchical culling is achieved using pairs of anchored cones. The extracted silhouette edges are used to set the hardware stencil buffer and alpha buffer, which in turn clip and antialias the rendered coarse geometry. Results demonstrate that silhouette clipping can produce renderings of similar quality to high-resolution meshes in less rendering time. Pedro V. Sander, Xianfeng Gu, Steven J. Gortler, Hugues Hoppe, John M. Snyder |
SIGGRAPH | 4 |
| 1999 | Optimization of Mesh Locality for Transparent Vertex CachingabstractBus traffic between the graphics subsystem and memory can become a bottleneck when rendering geometrically complex meshes.In this paper, we investigate the use of vertex caching to transparently reduce geometry bandwidth.Use of an indexed triangle strip representation permits application programs to animate the meshes at video rates, and provides backward compatibility on legacy hardware.The efficiency of vertex caching is maximized by reordering the faces in the mesh during a preprocess.We present two reordering techniques, a fast greedy strip-growing algorithm and a local optimization algorithm.The strip-growing algorithm performs lookahead simulations of the cache to adapt strip lengths to the cache capacity.The local optimization algorithm improves this initial result by exploring a set of perturbations to the face ordering.The resulting cache miss rates are comparable to the efficiency of the earlier mesh buffer scheme described by Deering and Chow, even though the vertex cache is not actively managed. Hugues Hoppe |
SIGGRAPH | 1 |
| 1999 | Robust Mesh WatermarkingabstractWatermarking provides a mechanism for copyright protection of digital media by embedding infor-mation identifying the owner in the data. The bulk of the research on digital watermarks has focused on media such as images, video, audio, and text. Robust watermarks must be able to survive a va-riety of “attacks”, including resizing, cropping, and filtering. For resilience to such attacks, recent watermarking schemes employ a “spread-spectrum ” approach — they transform the document to the frequency domain (e.g. using DCT) and perturb the coefficients of the perceptually most significant basis functions. In this paper we extend this spread-spectrum approach for the robust watermarking of arbitrary triangle meshes. Generalization of the spread spectrum techniques to surfaces presents two major challenges. First, arbitrary surfaces lack a natural parametrization for frequency-based decomposition. Our solution is to construct a set of scalar basis function over the mesh vertices using a multiresolution analysis of the mesh. The watermark is embedded in the mesh by perturbing vertices along the direction of the surface normal, weighted by the basis functions. The second challenge is that attacks such as simplification may modify the connectivity of the mesh. We use an optimization technique to resam-ple an attacked mesh using the original mesh connectivity. Results demonstrate that our watermarks are resistant to common mesh processing operations such as translation, rotation, scaling, cropping, smoothing, simplification, and resampling, as well as malicious attacks such as the insertion of noise, modification of low-order bits, or even insertion of other watermarks. Emil Praun, Hugues Hoppe, Adam Finkelstein |
SIGGRAPH | 2 |
| 1999 | New Quadric Metric for Simplifying Meshes with Appearance AttributesabstractComplex triangle meshes arise naturally in many areas of computer graphics and visualization. Previous work has shown that a quadric error metric allows fast and accurate geometric simplification of meshes. This quadric approach was recently generalized to handle meshes with appearance attributes. In this paper we present an improved quadric error metric for simplifying meshes with attributes. The new metric, based on geometric correspondence in 3D, requires less storage, evaluates more quickly, and results in more accurate simplified meshes. Meshes often have attribute discontinuities, such as surface creases and material boundaries, which require multiple attribute vectors per vertex. We show that a wedge-based mesh data structure captures such discontinuities efficiently and permits simultaneous optimization of these multiple attribute vectors. In addition to the new quadric metric, we experiment with two techniques proposed in geometric simplification, memoryless simplification and volume preservation, and show that both of these are beneficial within the quadric framework. The new scheme is demonstrated on a variety of meshes with colors and normals. Hugues Hoppe |
IEEE Visualization | 1 |
| 1998 | Smooth view-dependent level-of-detail control and its application to terrain renderingabstractThe key to real-time rendering of large-scale surfaces is to locally adapt surface geometric complexity to changing view parameters. Several schemes have been developed to address this problem of view-dependent level-of-detail control. Among these, the view-dependent progressive mesh (VDPM) framework represents an arbitrary triangle mesh as a hierarchy of geometrically optimized refinement transformations, from which accurate approximating meshes can be efficiently retrieved. In this paper we extend the general VDPM framework to provide temporal coherence through the run-time creation of geomorphs. These geomorphs eliminate "popping" artifacts by smoothly interpolating geometry. Their implementation requires new output-sensitive data structures, which have the added benefit of reducing memory use. We specialize the VDPM framework to the important case of terrain rendering. To handle huge terrain grids, we introduce a block-based simplification scheme that constructs a progressive mesh as a hierarchy of block refinements. We demonstrate the need for an accurate approximation metric during simplification. Our contributions are highlighted in a real-time flyover of a large, rugged terrain. Notably, the use of geomorphs results in visually smooth rendering even at 72 frames/sec on a graphics workstation. Hugues Hoppe |
IEEE Visualization | 1 |
| 1998 | Efficient implementation of progressive meshes
Hugues Hoppe |
Comput. Graph. | 1 |
| 1997 | View-dependent refinement of progressive meshesabstractLevel-of-detail (LOD) representations are an important tool for realtime rendering of complex geometric environments.The previously introduced progressive mesh representation defines for an arbitrary triangle mesh a sequence of approximating meshes optimized for view-independent LOD.In this paper, we introduce a framework for selectively refining an arbitrary progressive mesh according to changing view parameters.We define efficient refinement criteria based on the view frustum, surface orientation, and screen-space geometric error, and develop a real-time algorithm for incrementally refining and coarsening the mesh according to these criteria.The algorithm exploits view coherence, supports frame rate regulation, and is found to require less than 15% of total frame time on a graphics workstation.Moreover, for continuous motions this work can be amortized over consecutive frames.In addition, smooth visual transitions (geomorphs) can be constructed between any two selectively refined meshes.A number of previous schemes create view-dependent LOD meshes for height fields (e.g.terrains) and parametric surfaces (e.g.NURBS).Our framework also performs well for these special cases.Notably, the absence of a rigid subdivision structure allows more accurate approximations than with existing schemes.We include results for these cases as well as for general meshes. Hugues Hoppe |
SIGGRAPH | 1 |
| 1997 | Progressive simplicial complexesabstractIn this paper, we introduce the progressive simplicial complex (PSC) representation, a new format for storing and transmitting triangulated geometric models. Like the earlier progressive mesh (PM) representation, it captures a given model as a coarse base model together with a sequence of refinement transformations that progressively recover detail. The PSC representation makes use of a more general refinement transformation, allowing the given model to be an arbitrary triangulation (e.g. any dimension, non-orientable, non-manifold, non-regular), and the base model to always consist of a single vertex. Indeed, the sequence of refinement transformations encodes both the geometry and the topology of the model in a unified multiresolution framework. The PSC representation retains the advantages of PM’s. It defines a continuous sequence of approximating models for runtime level-of-detail control, allows smooth transitions between any pair of models in the sequence, supports progressive transmission, and offers a space-efficient representation. Moreover, by allowing changes to topology, the PSC sequence of approximations achieves better fidelity than the corresponding PM sequence. We develop an optimization algorithm for constructing PSC representations for graphics surface models, and demonstrate the framework on models that are both geometrically and topologically complex. Jovan Popovic, Hugues Hoppe |
SIGGRAPH | 2 |
| 1996 | Automatic Reconstruction of B-Spline Surfaces of Arbitrary Topological TypeabstractCreating freeform surfaces is a challenging task even with advanced geometric modeling systems. Laser range scanners offer a promising alternative for model acquisition—the 3D scanning of existing objects or clay maquettes. The problem of converting the dense point sets produced by laser scanners into useful geometric models is referred to as surface reconstruction. In this paper, we present a procedure for reconstructing a tensor product B-spline surface from a set of scanned 3D points. Unlike previous work which considers primarily the problem of fitting a single B-spline patch, our goal is to directly reconstruct a surface of arbitrary topological type. We must therefore define the surface as a network of B-spline patches. A key ingredient in our solution is a scheme for automatically constructing both a network of patches and a parametrization of the data points over these patches. In addition, we define the B-spline surface using a surface spline construction, and demonstrate that such an approach leads to an efficient procedure for fitting the surface while maintaining tangent plane continuity. We explore adaptive refinement of the patch network in order to satisfy user-specified error tolerances, and demonstrate our method on both synthetic and real data. Matthias Eck 0002, Hugues Hoppe |
SIGGRAPH | 2 |
| 1996 | Progressive Meshes
Hugues Hoppe |
SIGGRAPH | 1 |
| 1995 | Multiresolution analysis of arbitrary meshesabstractIn computer graphics and geometric modeling, shapes are often represented by triangular meshes.With the advent of laser scanning systems, meshes of extreme complexity are rapidly becoming commonplace.Such meshes are notoriously expensive to store, transmit, render, and are awkward to edit.Multiresolution analysis offers a simple, unified, and theoretically sound approach to dealing with these problems.Lounsbery et al. have recently developed a technique for creating multiresolution representations for a restricted class of meshes with subdivision connectivity.Unfortunately, meshes encountered in practice typically do not meet this requirement.In this paper we present a method for overcoming the subdivision connectivity restriction, meaning that completely arbitrary meshes can now be converted to multiresolution form.The method is based on the approximation of an arbitrary initial mesh M by a mesh M J that has subdivision connectivity and is guaranteed to be within a specified tolerance.The key ingredient of our algorithm is the construction of a parametrization of M over a simple domain.We expect this parametrization to be of use in other contexts, such as texture mapping or the approximation of complex meshes by NURBS patches. Matthias Eck 0002, Tony DeRose, Tom Duchamp, Hugues Hoppe, Michael Lounsbery, Werner Stuetzle |
SIGGRAPH | 4 |
| 1994 | Piecewise smooth surface reconstructionabstractWe present a general method for automatic reconstruction of accurate, concise, piecewise smooth surface models from scattered range data. The method can be used in a variety of applications such as reverse engineering—the automatic generation of CAD models from physical objects. Novel aspects of the method are its ability to model surfaces of arbitrary topological type and to recover sharp features such as creases and corners. The method has proven to be effective, as demonstrated by a number of examples using both simulated and real data. Hugues Hoppe, Tony DeRose, Tom Duchamp, Mark A. Halstead, Hubert Jin, John McDonald 0005, Jean Schweitzer, Werner Stuetzle |
SIGGRAPH | 1 |
| 1993 | Mesh optimizationabstractWe present a method for solving the following problem: Given a set of data points scattered in three dimensions and an initial triangular mesh M0, produce a mesh M, of the same topological type as M0, that fits the data well and has a small number of vertices.Our approach is to minimize an energy function that explicitly models the competing desires of conciseness of representation and fidelity to the data.We show that mesh optimization can be effectively used in at least two applications: surface reconstruction from unorganized points, and mesh simplification (the reduction of the number of vertices in an initially dense mesh of triangles). Hugues Hoppe, Tony DeRose, Tom Duchamp, John McDonald 0005, Werner Stuetzle |
SIGGRAPH | 1 |
| 1992 | Surface reconstruction from unorganized points
Hugues Hoppe, Tony DeRose, Tom Duchamp, John McDonald 0005, Werner Stuetzle |
SIGGRAPH | 1 |