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Tom Duchamp

dblp:52/6874 · DBLP profile ↗
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10ranked-venue papers
0as first author
0since 2021 · last 2007
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 10Human-computer interaction and ubiquitous computing · 6Artificial intelligence and machine learning · 1

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
7 papers
Geometric modeling and processing · 37% Computer animation and physical simulation · 21% Rendering · 20%

Topics — the 18 heaviest of 19, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation › deformable body simulation
elastic deformation
0.012002
Interactive skeleton-driven dynamic deformations · ACM Trans. Graph. 2002
Computer animation and physical simulation
skeleton-driven deformation
0.012002
Interactive skeleton-driven dynamic deformations · ACM Trans. Graph. 2002
Computational photography and imaging › 3d imaging
3d photography
0.012000
Surface light fields for 3D photography · SIGGRAPH 2000
Rendering
image-based rendering
0.012000
Surface light fields for 3D photography · SIGGRAPH 2000
Computational photography and imaging
reflectance acquisition
0.012000
Surface light fields for 3D photography · SIGGRAPH 2000
Rendering › image-based rendering
surface light field
0.012000
Surface light fields for 3D photography · SIGGRAPH 2000
Geometric modeling and processing
surface reconstruction
0.031994
Piecewise smooth surface reconstruction · SIGGRAPH 1994
Surface reconstruction from unorganized points · SIGGRAPH 1992
Mesh optimization · SIGGRAPH 1993
Rendering › level of detail
level-of-detail control
0.011996
Interactive Multiresolution Surface Viewing · SIGGRAPH 1996
Multimedia systems and quality of experience › 3d media
progressive mesh streaming
0.011996
Interactive Multiresolution Surface Viewing · SIGGRAPH 1996
Geometric modeling and processing
surface parameterization
0.011995
Multiresolution analysis of arbitrary meshes · SIGGRAPH 1995
Geometric modeling and processing › surface reconstruction
sharp feature reconstruction
0.011994
Piecewise smooth surface reconstruction · SIGGRAPH 1994
Geometric modeling and processing › mesh processing
mesh optimization
0.011993
Mesh optimization · SIGGRAPH 1993
Geometric modeling and processing
mesh processing
0.011993
Mesh optimization · SIGGRAPH 1993
Geometric modeling and processing › mesh processing
mesh simplification
0.011993
Mesh optimization · SIGGRAPH 1993
Geometric modeling and processing › surface reconstruction › point cloud reconstruction
unorganized point reconstruction
0.011992
Surface reconstruction from unorganized points · SIGGRAPH 1992
Image and video coding
light field compression
0.012000
Surface light fields for 3D photography · SIGGRAPH 2000
Geometric modeling and processing › mesh processing
mesh compression
0.011996
Interactive Multiresolution Surface Viewing · SIGGRAPH 1996
Geometric modeling and processing
subdivision surfaces
0.011995
Multiresolution analysis of arbitrary meshes · SIGGRAPH 1995

Methods — techniques the papers use, named apart from their topics

line constraints · 0.0hierarchical basis · 0.0finite element method · 0.0vector quantization · 0.0principal component analysis · 0.0level-of-detail control · 0.0wavelet analysis · 0.0multiresolution analysis · 0.0energy minimization · 0.0
YearPublicationVenuePosition
2007 Physically based rigging for deformable characters
Steve Capell, Matthew Burkhart, Brian Curless, Tom Duchamp, Zoran Popovic
Graph. Model.4
2006 Jet subdivision schemes on the k-regular complex
Yonggang Xue, Thomas Pok-Yin Yu, Tom Duchamp
Comput. Aided Geom. Des.3
2002 Interactive skeleton-driven dynamic deformations
abstract
This paper presents a framework for the skeleton-driven animation of elastically deformable characters. A character is embedded in a coarse volumetric control lattice, which provides the structure needed to apply the finite element method. To incorporate skeletal controls, we introduce line constraints along the bones of simple skeletons. The bones are made to coincide with edges of the control lattice, which enables us to apply the constraints efficiently using algebraic methods. To accelerate computation, we associate regions of the volumetric mesh with particular bones and perform locally linearized simulations, which are blended at each time step. We define a hierarchical basis on the control lattice, so for detailed interactions the simulation can adapt the level of detail. We demonstrate the ability to animate complex models using simple skeletons and coarse volumetric meshes in a manner that simulates secondary motions at interactive rates.
Steve Capell, Seth Green, Brian Curless, Tom Duchamp, Zoran Popovic
ACM Trans. Graph.4
2000 Surface light fields for 3D photography
abstract
A surface light field is a function that assigns a color to each ray originating on a surface. Surface light fields are well suited to constructing virtual images of shiny objects under complex lighting conditions. This paper presents a framework for construction, compression, interactive rendering, and rudimentary editing of surface light fields of real objects. Generalization of vector quantization and principal component analysis are used to construct a compressed representation of an object's surface light field from photographs and range scans. A new rendering algorithm achieves interactive rendering of images from the compressed representation, incorporating view-dependent geometric level-of-detail control. The surface light field representation can also be directly edited to yield plausible surface light fields for small changes in surface geometry and reflectance properties.
Daniel N. Wood, Daniel I. Azuma, Ken Aldinger, Brian Curless, Tom Duchamp, David Salesin, Werner Stuetzle
SIGGRAPH5
1998 Acquisition and visualization of colored 3D objects
abstract
This paper presents a complete system for scanning the geometry and surface color of a 3D object and for displaying realistic images of the object from arbitrary viewpoints. A stereo system with active light produces several views of dense range and color data. The data is registered and a surface that approximates the data is constructed. The surface estimate can be fairly coarse, as the appearance of fine detail is recreated by view-dependent texturing of the surface using color images.
Kari Pulli, Habib Abi-Rached, Tom Duchamp, Linda G. Shapiro, Werner Stuetzle
ICPR3
1996 Interactive Multiresolution Surface Viewing
abstract
Multiresolution analysis has been proposed as a basic tool supporting compression, progressive transmission, and level-of-detail control of complex meshes in a unified and theoretically sound way. We extend previous work on multiresolution analysis of meshes in two ways. First, we show how to perform multiresolution analysis of colored meshes by separately analyzing shape and color. Second, we describe efficient algorithms and data structures that allow us to incrementally construct lower resolution approximations to colored meshes from the geometry and color wavelet coefficients at interactive rates. We have integrated these algorithms in a prototype mesh viewer that supports progressive transmission, dynamic display at a constant frame rate independent of machine characteristics and load, and interactive choice of tradeoff between the amount of detail in geometry and color. The viewer operates as a helper application to Netscape, and can therefore be used to rapidly browse and di...
Andrew Certain, Jovan Popovic, Tony DeRose, Tom Duchamp, David Salesin, Werner Stuetzle
SIGGRAPH4
1995 Multiresolution analysis of arbitrary meshes
abstract
In 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
SIGGRAPH3
1994 Piecewise smooth surface reconstruction
abstract
We 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
SIGGRAPH3
1993 Mesh optimization
abstract
We 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
SIGGRAPH3
1992 Surface reconstruction from unorganized points
Hugues Hoppe, Tony DeRose, Tom Duchamp, John McDonald 0005, Werner Stuetzle
SIGGRAPH3