VLDB 2026 Research / reviewers in the wild / expert
Alla Sheffer
dblp:65/3735
· DBLP profile ↗
96ranked-venue papers
9as first author
18since 2021 · last 2026
0000-0001-9251-3716ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 94 · 8 first-author · 18 since 2021Human-computer interaction and ubiquitous computing · 5 · 2 first-author · 2 since 2021Artificial intelligence and machine learning · 1Applied, interdisciplinary, general and emerging computing · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | VOX2Surf: Faithful surface extraction from coarse binary voxels
Hari Hara Gowtham Jetti, Leiheng Qin, Chi Huynh, Joe Khawand, Anandhu Sureshkumar, Nicholas Vining, Marie-Paule Cani, Amal Dev Parakkat, Alla Sheffer |
Comput. Graph. | 9 |
| 2026 | TABI: Tight and Balanced Interactive Atlas PackingabstractAbstract Atlas packing is a key step in many computer graphics applications. Packing algorithms seek to arrange a set of charts within a fixed‐size atlas with as little downscaling as possible. Many packing applications such as content creation tools, dynamic atlas generation for video games, and texture space shading require on‐the‐fly interactive atlas packing. Unfortunately, while many methods have been developed for generating tight high‐quality packings, they are designed for offline settings and have running times two or more orders of magnitude greater than what is required for interactive performance. While real‐time GPU packing methods exist, they significantly downscale packed charts compared to offline methods. We introduce a GPU packing method that targets interactive speeds, provides packing quality approaching that of offline methods, and supports flexible user control over the tradeoff between performance and quality. We observe that current real‐time packing methods leave large gaps between charts and often produce asymmetric, or poorly balanced, packings. These artifacts dramatically degrade packing quality. Our Tight And Balanced method eliminates these artifacts while retaining Interactive performance. TABI generates tight packings by compacting empty space between irregularly shaped charts both horizontally and vertically, using two approximations of chart shape that support efficient parallel processing. We balance packing outputs by automatically adjusting atlas row widths and orientations to accommodate varying chart heights. We show that our method significantly reduces chart downscaling compared to existing interactive methods while remaining orders of magnitude faster than offline alternatives. Floria Gu, Nicholas Vining, Alla Sheffer |
Comput. Graph. Forum | 3 |
| 2026 | NeuPPS: Neural Piecewise Parametric SurfacesabstractPiecewise parametric surfaces have long been established as prevalent geometric representations; however, they often require surface refinement or sophisticated quadrangulation to accurately represent complex geometries. Geometric deep learning has shown that neural networks can provide greater representational power than conventional methods. Nevertheless, approaches using a single parametric surface for shape fitting struggle to capture fine-grained geometric details, while multi-patch methods fail to ensure seamless connections between adjacent patches. We present Neural Piecewise Parametric Surfaces ( NeuPPS ), the first piecewise neural surface representation that allows for coarse patch layouts composed of arbitrary n -sided surface patches to model complex surface geometries with high precision, offering enhanced flexibility compared with traditional parametric surfaces. This new surface representation guarantees, by construction, the continuity between adjacent patches, a property that other neural patch-based approaches cannot ensure. Two novel components are introduced: a learnable feature complex and a continuous mapping function approximated by multi-layer perceptrons (MLPs). We apply the proposed NeuPPS to surface fitting and shape space learning tasks. Extensive experiments demonstrate the advantages of NeuPPS over traditional parametric representations and existing patch-based learning approaches. Lei Yang 0048, Yongqing Liang 0001, Xin Li 0003, Congyi Zhang 0001, Guying Lin, Cheng Lin 0001, Alla Sheffer, Scott Schaefer, John Keyser, Wenping Wang 0001 |
ACM Trans. Graph. | 7 |
| 2026 | Sketch2Arti: Sketch-based Articulation Modeling of CAD ObjectsabstractArticulation modeling aims to infer movable parts and their motion parameters for a 3D object, enabling interactive animation, simulation, and shape editing. In this paper, we present Sketch2Arti , the first sketch-based articulation modeling system for CAD objects. Our key observation is that designers naturally communicate articulation intent through lightweight sketches ( e.g. , arrows and strokes) that indicate how parts should move, yet translating such sketches into articulated 3D models remains largely manual. Sketch2Arti bridges this gap by enabling users to specify articulation through simple 2D sketches drawn from a chosen viewpoint. Given a CAD model and user sketches, our approach automatically discovers the corresponding movable parts and predicts their motion parameters, allowing iterative modeling of multiple articulations on complex objects with fine-grained control. Importantly, Sketch2Arti is trained in a category-agnostic manner without requiring object category information, leading to strong generalization to diverse objects beyond existing articulation datasets. Moreover, for shell models lacking interior structures, Sketch2Arti supports controllable internal completion guided by user sketches, generating plausible internal components consistent with the existing geometry and predicted motion constraints. Comprehensive experiments and user evaluations demonstrate the effectiveness, controllability, and generalization of Sketch2Arti. The code, dataset, and the prototype system are at https://arlo-yang.github.io/Sketch2Arti. Hao Pan 0001, Yijing Cui, Alla Sheffer, Changjian Li 0001 |
ACM Trans. Graph. | 4 |
| 2025 | Controllable Modular TreesabstractTrees are a ubiquitous part of virtual environments, but faithfully modeling trees is challenging because of their incredible diversity. Tree modeling methods face two key challenges, as users want to create trees that look realistic but retain control over key elements of their appearance, such as the shape of the tree crowns. Traditional tree modeling methods are geared to produce tree models that are both detailed and unique and are typically stored as high-triangle count meshes or skeletons plus radii. Storing and manipulating such traditional tree models comes with a significant memory cost. Recent approaches have proposed to use modular trees consisting of a finite set of branch modules, which are transformed (scaled, translated, and rotated) to jointly form realistic looking trees. Consequently, modular trees require orders of magnitude less memory than their traditional counterparts. However, existing methods for modeling modular trees focus on visual realism and provide only minimal mechanisms for artists to control the look and shape of the resulting trees. We propose a controllable method for modeling modular trees, enabling artists to define the tree’s overall crown shape while maintaining a plausible appearance using a small set of replicated branch modules. We formulate the computation of realistic modular trees that conform to a user-specified crown shape as a constrained mixed-variable optimization problem. We then compute the trees that satisfy these constraints using a method that grows trees one layer of branches at a time, maintaining realism throughout and promoting accurate approximation of the target crown shape. We extensively test our method on diverse crown shapes and compare against baselines, demonstrating its effectiveness. Suzuran Takikawa, Riccardo Tinchelli, Mike J. Davison, Curtis Andrus, James John Drown, Alla Sheffer |
Graphics Interface | 6 |
| 2025 | Capturing Non-Linear Human Perspective in Line DrawingsabstractArtist-drawn sketches only loosely conform to analytical models of perspective projection; the deviation of human-drawn perspective from analytical perspective models is persistent and well documented, but has yet to be algorithmically replicated. We encode this deviation between human and analytic perspectives as a continuous function in 3D space and develop a method to learn it. We seek deviation functions that (i) mimic artist deviation on our training data; (ii) generalize to other shapes; (iii) are consistent across different views of the same shape; and (iv) produce outputs that appear human-drawn. The natural data for learning this deviation is pairs of artist sketches of 3D shapes and best-matching analytical camera views of the same shapes. However, a core challenge in learning perspective deviation is the heterogeneity of human drawing choices, combined with relative data paucity (the datasets we rely on have only a few dozen training pairs). We sidestep this challenge by learning perspective deviation from an individual pair of an artist sketch of a 3D shape and the contours of the same shape rendered from a best-matching analytical camera view. We first match contours of the depicted shape to artist strokes, then learn a spatially continuous local perspective deviation function that modifies the camera perspective projecting the contours to their corresponding strokes. This function retains key geometric properties that artists strive to preserve when depicting 3D content, thus satisfying (i) and (iv) above. We generalize our method to alternative shapes and views (ii,iii) via a self-augmentation approach that algorithmically generates training data for nearby views, and enforces spatial smoothness and consistency across all views. We compare our results to potential alternatives, demonstrating the superiority of the proposed approach. Code and models will be released upon acceptance. Jinfan Yang, Leo Foord-Kelcey, Suzuran Takikawa, Nicholas Vining, Niloy J. Mitra, Alla Sheffer |
SIGGRAPH Asia | 6 |
| 2025 | FastAtlas: Real-Time Compact Atlases for Texture Space ShadingabstractAbstract Texture‐space shading (TSS) methods decouple shading and rasterization, allowing shading to be performed at a different framerate and spatial resolution than rasterization. TSS has many potential applications, including streaming shading across networks, and reducing rendering cost via shading reuse across consecutive frames and/or shading at reduced resolutions relative to display resolution. Real‐time TSS shading requires texture atlases small enough to be easily stored in GPU memory. Using static atlases leads to significant space wastage, motivating real‐time per‐frame atlassing strategies that pack only the content visible in each frame. We propose FastAtlas, a novel atlasing method that runs entirely on the GPU and is fast enough to be performed at interactive rates per‐frame. Our method combines new per‐frame chart computation and parametrization strategies and an efficient general chart packing algorithm. Our chartification strategy removes visible seams in output renders, and our parameterization ensures a constant texel‐to‐pixel ratio, avoiding undesirable undersampling artifacts. Our packing method is more general, and produces more tightly packed atlases, than previous work. Jointly, these innovations enable us to produce shading outputs of significantly higher visual quality than those produced using alternative atlasing strategies. We validate FastAtlas by shading and rendering challenging scenes using different atlasing settings, reflecting the needs of different TSS applications (temporal reuse, streaming, reduced or elevated shading rates). We extensively compare FastAtlas to prior alternatives and demonstrate that it achieves better shading quality and reduces texture stretch compared to prior approaches using the same settings. Nicholas Vining, Alexander Majercik, Floria Gu, Towaki Takikawa, Ty Trusty, Paul Lalonde, Morgan McGuire, Alla Sheffer |
Comput. Graph. Forum | 8 |
| 2025 | NeuVAS: Neural Implicit Surfaces for Variational Shape ModelingabstractNeural implicit shape representation has drawn significant attention in recent years due to its smoothness, differentiability, and topological flexibility. However, directly modeling the shape of a neural implicit surface, especially as the zero-level set of a neural signed distance function (SDF), with sparse geometric control is still a challenging task. Sparse input shape control typically includes 3D curve networks or, more generally, 3D curve sketches, which are unstructured and cannot be connected to form a curve network, and therefore more difficult to deal with. While 3D curve networks or curve sketches provide intuitive shape control, their sparsity and varied topology pose challenges in generating high-quality surfaces to meet such curve constraints. In this paper, we propose NeuVAS, a variational approach to shape modeling using neural implicit surfaces constrained under sparse input shape control, including unstructured 3D curve sketches as well as connected 3D curve networks. Specifically, we introduce a smoothness term based on a functional of surface curvatures to minimize shape variation of the zero-level set surface of a neural SDF. We also develop a new technique to faithfully model G 0 sharp feature curves as specified in the input curve sketches. Comprehensive comparisons with the state-of-the-art methods demonstrate the significant advantages of our method. Qiujie Dong, Fangtian Liang, Hao Pan 0001, Lei Yang 0048, Congyi Zhang 0001, Guying Lin, Caiming Zhang 0001, Yuanfeng Zhou, Changhe Tu, Shi-Qing Xin, Alla Sheffer, Xin Li 0003, Wenping Wang 0001 |
ACM Trans. Graph. | 12 |
| 2025 | NESI: Neural Explicit-Shape-Intersection-Based Geometry RepresentationabstractCompressed representations of 3D shapes that are compact, accurate, and can be processed efficiently directly in compressed form, are extremely useful for digital media applications. Recent approaches in this space focus on learned implicit or parametric representations. While implicits are well suited for tasks such as in-out queries, they lack natural 2D parameterization, complicating tasks such as texture or normal mapping. Conversely, parametric representations support the latter tasks but are ill-suited for occupancy queries. We propose a novel learned alternative to these approaches, based on intersections of localized explicit , or height-field , surfaces. Since explicits can be trivially expressed both implicitly and parametrically, NESI directly supports a wider range of processing operations than implicit alternatives, including occupancy queries and parametric access. We represent input shapes using a collection of differently oriented height-field bounded half-spaces combined using volumetric Boolean intersections. We first tightly bound each input using a pair of oppositely oriented height-fields, forming a Double Height-Field (DHF) Hull . We refine this hull by intersecting it with additional localized height-fields (HFs) that capture surface regions in its interior. We minimize the number of HFs necessary to accurately capture each input and compactly encode both the DHF hull and the local HFs as neural functions defined over subdomains of \(\mathbb {R}^2\) . This reduced dimensionality encoding delivers high-quality compact approximations. Given similar parameter count, or storage capacity, NESI significantly reduces approximation error compared to the state-of-the-art, especially at lower parameter counts. Congyi Zhang 0001, Jinfan Yang, Eric Hedlin, Suzuran Takikawa, Nicholas Vining, Kwang Moo Yi, Wenping Wang 0001, Alla Sheffer |
ACM Trans. Graph. | 8 |
| 2023 | Subpixel Deblurring of Anti-Aliased Raster Clip-ArtabstractAbstract Artist generated clip‐art images typically consist of a small number of distinct, uniformly colored regions with clear boundaries. Legacy artist created images are often stored in low‐resolution (100x100px or less) anti‐aliased raster form. Compared to anti‐aliasing free rasterization, anti‐aliasing blurs inter‐region boundaries and obscures the artist's intended region topology and color palette; at the same time, it better preserves subpixel details. Recovering the underlying artist‐intended images from their low‐resolution anti‐aliased rasterizations can facilitate resolution independent rendering, lossless vectorization, and other image processing applications. Unfortunately, while human observers can mentally deblur these low‐resolution images and reconstruct region topology, color and subpixel details, existing algorithms applicable to this task fail to produce outputs consistent with human expectations when presented with such images. We recover these viewer perceived blur‐free images at subpixel resolution, producing outputs where each input pixel is replaced by four corresponding (sub)pixels. Performing this task requires computing the size of the output image color palette, generating the palette itself, and associating each pixel in the output with one of the colors in the palette. We obtain these desired output components by leveraging a combination of perceptual and domain priors, and real world data. We use readily available data to train a network that predicts, for each anti‐aliased image, a low‐blur approximation of the blur‐free double‐resolution outputs we seek. The images obtained at this stage are perceptually closer to the desired outputs but typically still have hundreds of redundant differently colored regions with fuzzy boundaries. We convert these low‐blur intermediate images into blur‐free outputs consistent with viewer expectations using a discrete partitioning procedure guided by the characteristic properties of clip‐art images, observations about the antialiasing process, and human perception of anti‐aliased clip‐art. This step dramatically reduces the size of the output color palettes, and the region counts bringing them in line with viewer expectations and enabling the image processing applications we target. We demonstrate the utility of our method by using our outputs for a number of image processing tasks, and validate it via extensive comparisons to prior art. In our comparative study, participants preferred our deblurred outputs over those produced by the best‐performing alternative by a ratio of 75 to 8.5. Jinfan Yang, Nicholas Vining, S. Kheradmand, Nathan Carr 0001, Leonid Sigal, Alla Sheffer |
Comput. Graph. Forum | 6 |
| 2023 | Slippage-Preserving Reshaping of Human-Made 3D ContentabstractArtists often need to reshape 3D models of human-made objects by changing the relative proportions or scales of different model parts or elements while preserving the look and structure of the inputs. Manually reshaping inputs to satisfy these criteria is highly time-consuming; the edit in our teaser took an artist 5 hours to complete. However, existing methods for 3D shape editing are largely designed for other tasks and produce undesirable outputs when repurposed for reshaping. Prior work on 2D curve network reshaping suggests that in 2D settings the user-expected outcome is achieved when the reshaping edit keeps the orientations of the different model elements and when these elements scale as-locally-uniformly-as-possible (ALUP). However, our observations suggest that in 3D viewers are tolerant of non-uniform tangential scaling if and when this scaling preserves slippage and reduces changes in element size, or scale , relative to the input. Slippage preservation requires surfaces which are locally slippable with respect to a given rigid motion to retain this property post-reshaping (a motion is slippable if when applied to the surface, it slides the surface along itself without gaps). We build on these observations by first extending the 2D ALUP framework to 3D and then modifying it to allow non-uniform scaling while promoting slippage and scale preservation. Our 3D ALUP extension produces reshaped outputs better aligned with viewer expectations than prior alternatives; our slippage-aware method further improves the outcome producing results on par with manual reshaping ones. Our method does not require any user input beyond specifying control handles and their target locations. We validate our method by applying it to over one hundred diverse inputs and by comparing our results to those generated by alternative approaches and manually. Comparative study participants preferred our outputs over the best performing traditional deformation method by a 65% margin and over our 3D ALUP extension by a 61% margin; they judged our outputs as at least on par with manually produced ones. Chrystiano Araújo, Nicholas Vining, Silver Burla, Manuel Ruivo De Oliveira, Enrique Rosales, Alla Sheffer |
ACM Trans. Graph. | 6 |
| 2023 | StripMaker: Perception-driven Learned Vector Sketch ConsolidationabstractArtist sketches often use multiple overdrawn strokes to depict a single intended curve. Humans effortlessly mentally consolidate such sketches by detecting groups of overdrawn strokes and replacing them with the corresponding intended curves. While this mental process is near instantaneous, manually annotating or retracing sketches to communicate this intended mental image is highly time consuming; yet most sketch applications are not designed to handle overdrawing and can only operate on overdrawing-free, consolidated sketches. We propose StripMaker , a new and robust learning based method for automatic consolidation of raw vector sketches. We avoid the need for an unsustainably large manually annotated learning corpus by leveraging observations about artist workflow and perceptual cues viewers employ when mentally consolidating sketches. We train two perception-aware classifiers that assess the likelihood that a pair of stroke groups jointly depicts the same intended curve: our first classifier is purely local and only accounts for the properties of the evaluated strokes; our second classifier incorporates global context and is designed to operate on approximately consolidated sketches. We embed these classifiers within a consolidation framework that leverages artist workflow: we first process strokes in the order they were drawn and use our local classifier to arrive at an approximate consolidation output, then use the contextual classifier to refine this output and finalize the consolidated result. We validate StripMaker by comparing its results to manual consolidation outputs and algorithmic alternatives. StripMaker achieves comparable performance to manual consolidation. In a comparative study participants preferred our results by a 53% margin over those of the closest algorithmic alternative (67% versus 14%, other/neither 19%). Chenxi Liu 0004, Toshiki Aoki, Mikhail Bessmeltsev, Alla Sheffer |
ACM Trans. Graph. | 4 |
| 2023 | Hex-Mesh Generation and Processing: A SurveyabstractIn this article, we provide a detailed survey of techniques for hexahedral mesh generation. We cover the whole spectrum of alternative approaches to mesh generation, as well as post-processing algorithms for connectivity editing and mesh optimization. For each technique, we highlight capabilities and limitations, also pointing out the associated unsolved challenges. Recent relaxed approaches, aiming to generate not pure-hex but hex-dominant meshes, are also discussed. The required background, pertaining to geometrical as well as combinatorial aspects, is introduced along the way. Nico Pietroni, Marcel Campen, Alla Sheffer, Gianmarco Cherchi, David Bommes, Xifeng Gao, Riccardo Scateni, Franck Ledoux, Jean-François Remacle, Marco Livesu |
ACM Trans. Graph. | 3 |
| 2023 | CreatureShop: Interactive 3D Character Modeling and Texturing From a Single Color DrawingabstractCreating 3D shapes from 2D drawings is an important problem with applications in content creation for computer animation and virtual reality. We introduce a new sketch-based system, CreatureShop, that enables amateurs to create high-quality textured 3D character models from 2D drawings with ease and efficiency. CreatureShop takes an input bitmap drawing of a character (such as an animal or other creature), depicted from an arbitrary descriptive pose and viewpoint, and creates a 3D shape with plausible geometric details and textures from a small number of user annotations on the 2D drawing. Our key contributions are a novel oblique view modeling method, a set of systematic approaches for producing plausible textures on the invisible or occluded parts of the 3D character (as viewed from the direction of the input drawing), and a user-friendly interactive system. We validate our system and methods by creating numerous 3D characters from various drawings, and compare our results with related works to show the advantages of our method. We perform a user study to evaluate the usability of our system, which demonstrates that our system is a practical and efficient approach to create fully-textured 3D character models for novice users. Congyi Zhang 0001, Lei Yang 0048, Nenglun Chen, Nicholas Vining, Alla Sheffer, Francis C. M. Lau 0001, Wenping Wang 0001 |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2022 | As-locally-uniform-as-possible reshaping of vector clip-artabstractVector clip-art images consist of regions bounded by a network of vector curves. Users often wish to reshape , or rescale, existing clip-art images by changing the locations, proportions, or scales of different image elements. When reshaping images depicting synthetic content they seek to preserve global and local structures. These structures are best preserved when the gradient of the mapping between the original and the reshaped curve networks is locally as close as possible to a uniform scale; mappings that satisfy this property maximally preserve the input curve orientations and minimally change the shape of the input's geometric details, while allowing changes in the relative scales of the different features. The expectation of approximate scale uniformity is local ; while reshaping operations are typically expected to change the relative proportions of a subset of network regions, users expect the change to be minimal away from the directly impacted regions and expect such changes to be gradual and distributed as evenly as possible. Unfortunately, existing methods for editing 2D curve networks do not satisfy these criteria. We propose a targeted As-Locally-Uniform-as-Possible (ALUP) vector clip-art reshaping method that satisfies the properties above. We formulate the computation of the desired output network as the solution of a constrained variational optimization problem. We effectively compute the desired solution by casting this continuous problem as a minimization of a non-linear discrete energy function, and obtain the desired minimizer by using a custom iterative solver. We validate our method via perceptual studies comparing our results to those created via algorithmic alternatives and manually generated ones. Participants preferred our results over the closest alternative by a ratio of 6 to 1. Chrystiano Araújo, Nicholas Vining, Enrique Rosales, Giorgio Gori, Alla Sheffer |
ACM Trans. Graph. | 5 |
| 2022 | Detecting viewer-perceived intended vector sketch connectivityabstractMany sketch processing applications target precise vector drawings with accurately specified stroke intersections, yet free-form artist drawn sketches are typically inexact: strokes that are intended to intersect often stop short of doing so. While human observers easily perceive the artist intended stroke connectivity, manually, or even semi-manually, correcting drawings to generate correctly connected outputs is tedious and highly time consuming. We propose a novel, robust algorithm that extracts viewer-perceived stroke connectivity from inexact free-form vector drawings by leveraging observations about local and global factors that impact human perception of inter-stroke connectivity. We employ the identified local cues to train classifiers that assess the likelihood that pairs of strokes are perceived as forming end-to-end or T- junctions based on local context. We then use these classifiers within an incremental framework that combines classifier provided likelihoods with a more global, contextual and closure-based, analysis. We demonstrate our method on over 95 diversely sourced inputs, and validate it via a series of perceptual studies; participants prefer our outputs over the closest alternative by a factor of 9 to 1. Jerry Yin, Chenxi Liu 0004, Rebecca Lin, Nicholas Vining, Helge Rhodin, Alla Sheffer |
ACM Trans. Graph. | 6 |
| 2021 | StrokeStrip: joint parameterization and fitting of stroke clustersabstractWhen creating freeform drawings, artists routinely employ clusters of overdrawn strokes to convey intended, aggregate curves. The ability to algorithmically fit these intended curves to their corresponding clusters is central to many applications that use artist drawings as inputs. However, while human observers effortlessly envision the intended curves given stroke clusters as input, existing fitting algorithms lack robustness and frequently fail when presented with input stroke clusters with non-trivial geometry or topology. We present StrokeStrip , a new and robust method for fitting intended curves to vector-format stroke clusters. Our method generates fitting outputs consistent with viewer expectations across a vast range of input stroke cluster configurations. We observe that viewers perceive stroke clusters as continuous, varying-width strips whose paths are described by the intended curves. An arc length parameterization of these strips defines a natural mapping from a strip to its path. We recast the curve fitting problem as one of parameterizing the cluster strokes using a joint 1D parameterization that is the restriction of the natural arc length parameterization of this strip to the strokes in the cluster. We simultaneously compute the joint cluster parameterization and implicitly reconstruct the a priori unknown strip geometry by solving a variational problem using a discrete-continuous optimization framework. We use this parameterization to compute parametric aggregate curves whose shape reflects the geometric properties of the cluster strokes at the corresponding isovalues. We demonstrate StrokeStrip outputs to be significantly better aligned with observer preferences compared to those of prior art; in a perceptual study, viewers preferred our fitting outputs by a factor of 12:1 compared to alternatives. We further validate our algorithmic choices via a range of ablation studies; extend our framework to raster data; and illustrate applications that benefit from the parameterizations produced. Dave Pagurek van Mossel, Chenxi Liu 0004, Nicholas Vining, Mikhail Bessmeltsev, Alla Sheffer |
ACM Trans. Graph. | 5 |
| 2021 | AdaptiBrush: adaptive general and predictable VR ribbon brushabstractVirtual reality drawing applications let users draw 3D shapes using brushes that form ribbon shaped, or ruled-surface, strokes. Each ribbon is uniquely defined by its user-specified ruling length, path, and the ruling directions at each point along this path. Existing brushes use the trajectory of a handheld controller in 3D space as the ribbon path, and compute the ruling directions using a fixed mapping from a specific controller coordinate-frame axis. This fixed mapping forces users to rotate the controller and thus their wrists to change ribbon normal or ruling directions, and requires substantial physical effort to draw even medium complexity ribbons. Since human ability to rotate their wrists continuously is heavily restricted, the space of ribbon geometries users can comfortably draw using these brushes is limited. These brushes can be unpredictable, producing ribbons with unexpectedly varying width or flipped and wobbly normals in response to seemingly natural hand gestures. Our AdaptiBrush ribbon brush system dramatically extends the space of ribbon geometries users can comfortably draw while enabling them to accurately predict the ribbon shape that a given hand motion produces. We achieve this by introducing a novel adaptive ruling direction computation method, enabling users to easily change ribbon ruling and normal orientation using predominantly translational controller, and thus wrist, motion. We facilitate ease-of-use by computing predictable ruling directions that smoothly change in both world and controller coordinate systems, and facilitate ease-of-learning by prioritizing ruling directions which are well-aligned with one of the controller coordinate system axes. Our comparative user studies confirm that our more general and predictable ruling computation leads to significant improvements in brush usability and effectiveness compared to all prior brushes; in a head to head comparison users preferred AdaptiBrush over the next-best brush by a margin of 2 to 1. Enrique Rosales, Chrystiano Araújo, Jafet Rodriguez, Nicholas Vining, Dongwook Yoon, Alla Sheffer |
ACM Trans. Graph. | 6 |
| 2020 | Front2Back: Single View 3D Shape Reconstruction via Front to Back PredictionabstractReconstruction of a 3D shape from a single 2D image is a classical computer vision problem, whose difficulty stems from the inherent ambiguity of recovering occluded or only partially observed surfaces. Recent methods address this challenge through the use of largely unstructured neural networks that effectively distill conditional mapping and priors over 3D shape. In this work, we induce structure and geometric constraints by leveraging three core observations: (1) the surface of most everyday objects is often almost entirely exposed from pairs of typical opposite views; (2) everyday objects often exhibit global reflective symmetries which can be accurately predicted from single views; (3) opposite orthographic views of a 3D shape share consistent silhouettes. Following these observations, we first predict orthographic 2.5D visible surface maps (depth, normal and silhouette) from perspective 2D images, and detect global reflective symmetries in this data; second, we predict the back facing depth and normal maps using as input the front maps and, when available, the symmetric reflections of these maps; and finally, we reconstruct a 3D mesh from the union of these maps using a surface reconstruction method best suited for this data. Our experiments demonstrate that our framework outperforms state-of-the art approaches for 3D shape reconstructions from 2D and 2.5D data in terms of input fidelity and details preservation. Specifically, we achieve 12% better performance on average in ShapeNet benchmark dataset, and up to 19% for certain classes of objects (e.g., chairs and vessels). Nico Schertler, Enrique Rosales, Helge Rhodin, Leonid Sigal, Alla Sheffer |
CVPR | 6 |
| 2020 | PolyFit: perception-aligned vectorization of raster clip-art via intermediate polygonal fittingabstractRaster clip-art images, which consist of distinctly colored regions separated by sharp boundaries typically allow for a clear mental vector interpretation. Converting these images into vector format can facilitate compact lossless storage and enable numerous processing operations. Despite recent progress, existing vectorization methods that target such data frequently produce vectorizations that fail to meet viewer expectations. We present PolyFit , a new clip-art vectorization method that produces vectorizations well aligned with human preferences. Since segmentation of such inputs into regions had been addressed successfully, we specifically focus on fitting piecewise smooth vector curves to the raster input region boundaries, a task prior methods are particularly prone to fail on. While perceptual studies suggest the criteria humans are likely to use during mental boundary vectorization, they provide no guidance as to the exact interaction between them; learning these interactions directly is problematic due to the large size of the solution space. To obtain the desired solution, we first approximate the raster region boundaries with coarse intermediate polygons leveraging a combination of perceptual cues with observations from studies of human preferences. We then use these intermediate polygons as auxiliary inputs for computing piecewise smooth vectorizations of raster inputs. We define a finite set of potential polygon to curve primitive maps, and learn the mapping from the polygons to their best fitting primitive configurations from human annotations, arriving at a compact set of local raster and polygon properties whose combinations reliably predict human-expected primitive choices. We use these primitives to obtain a final globally consistent spline vectorization. Extensive comparative user studies show that our method outperforms state-of-the-art approaches on a wide range of data, where our results are preferred three times as often as those of the closest competitor across multiple types of inputs with various resolutions. Edoardo A. Dominici, Nico Schertler, Jonathan Griffin, Shayan Hoshyari, Leonid Sigal, Alla Sheffer |
ACM Trans. Graph. | 6 |
| 2020 | Lifting freehand concept sketches into 3DabstractWe present the first algorithm capable of automatically lifting real-world, vector-format, industrial design sketches into 3D. Targeting real-world sketches raises numerous challenges due to inaccuracies, use of overdrawn strokes, and construction lines. In particular, while construction lines convey important 3D information, they add significant clutter and introduce multiple accidental 2D intersections. Our algorithm exploits the geometric cues provided by the construction lines and lifts them to 3D by computing their intended 3D intersections and depths. Once lifted to 3D, these lines provide valuable geometric constraints that we leverage to infer the 3D shape of other artist drawn strokes. The core challenge we address is inferring the 3D connectivity of construction and other lines from their 2D projections by separating 2D intersections into 3D intersections and accidental occlusions. We efficiently address this complex combinatorial problem using a dedicated search algorithm that leverages observations about designer drawing pREFERENCES, and uses those to explore only the most likely solutions of the 3D intersection detection problem. We demonstrate that our separator outputs are of comparable quality to human annotations, and that the 3D structures we recover enable a range of design editing and visualization applications, including novel view synthesis and 3D-aware scaling of the depicted shape. Yulia Gryaditskaya, Felix Hähnlein, Chenxi Liu 0004, Alla Sheffer, Adrien Bousseau |
ACM Trans. Graph. | 4 |
| 2020 | LoopyCuts: practical feature-preserving block decomposition for strongly hex-dominant meshingabstractWe present a new fully automatic block-decomposition algorithm for feature-preserving, strongly hex-dominant meshing, that yields results with a drastically larger percentage of hex elements than prior art. Our method is guided by a surface field that conforms to both surface curvature and feature lines, and exploits an ordered set of cutting loops that evenly cover the input surface, defining an arrangement of loops suitable for hex-element generation. We decompose the solid into coarse blocks by iteratively cutting it with surfaces bounded by these loops. The vast majority of the obtained blocks can be turned into hexahedral cells via simple midpoint subdivision. Our method produces pure hexahedral meshes in approximately 80% of the cases, and hex-dominant meshes with less than 2% non-hexahedral cells in the remaining cases. We demonstrate the robustness of our method on 70+ models, including CAD objects with features of various complexity, organic and synthetic shapes, and provide extensive comparisons to prior art, demonstrating its superiority. Marco Livesu, Nico Pietroni, Enrico Puppo, Alla Sheffer, Paolo Cignoni |
ACM Trans. Graph. | 4 |
| 2020 | DHFSlicer: double height-field slicing for milling fixed-height materialsabstract3-axis milling enables cheap and precise fabrication of target objects from precut slabs of materials such as wood or stone. However, the space of directly millable shapes is limited since a 3-axis mill can only carve a height-field (HF) surface during each milling and their size is bounded by the slab dimensions, one of which, the height , is typically significantly smaller than the other two for many typical materials. Extending 3-axis milling of precut slabs to general arbitrarily-sized shapes requires decomposing them into bounded-height 3-axis millable parts, or slices , which can be individually milled and then assembled to form the target object. We present DHFSlicer , a novel decomposition method that satisfies the above constraints and significantly reduces both milling time and material waste compared to alternative approaches. We satisfy the fabrication constraints by partitioning target objects into double height-field (DHF) slices, which can be fabricated using two milling passes: the HF surface accessible from one side is milled first, the slice is then flipped using appropriate fixtures, and then the second, remaining, HF surface is milled. DHFSlicer uses an efficient coarse-to-fine decomposition process: It first partitions the inputs into maximally coarse blocks that satisfy a local DHF criterion with respect to per-block milling axes, and then cuts each block into well-sized DHF slices. It minimizes milling time and material waste by keeping the slice count small, and maximizing slice height. We validate our method by embedding it within an end-to-end DHF milling pipeline and fabricating objects from slabs of foam, wood, and MDF; demonstrate that using the obtained slices reduces milling time and material waste by 42% on average compared to existing automatic alternatives; and highlight the benefits of DHFSlicer via extensive ablation studies. Jinfan Yang, Chrystiano Araújo, Nicholas Vining, Zachary Ferguson, Enrique Rosales, Daniele Panozzo, Sylvain Lefebvre 0001, Paolo Cignoni, Alla Sheffer |
ACM Trans. Graph. | 9 |
| 2020 | Micrography QR CodesabstractThis paper presents a novel algorithm to generate micrography QR codes, a novel machine-readable graphic generated by embedding a QR code within a micrography image. The unique structure of micrography makes it incompatible with existing methods used to combine QR codes with natural or halftone images. We exploited the high-frequency nature of micrography in the design of a novel deformation model that enables the skillful warping of individual letters and adjustment of font weights to enable the embedding of a QR code within a micrography. The entire process is supervised by a set of visual quality metrics tailored specifically for micrography, in conjunction with a novel QR code quality measure aimed at striking a balance between visual fidelity and decoding robustness. The proposed QR code quality measure is based on probabilistic models learned from decoding experiments using popular decoders with synthetic QR codes to capture the various forms of distortion that result from image embedding. Experiment results demonstrate the efficacy of the proposed method in generating micrography QR codes of high quality from a wide variety of inputs. The ability to embed QR codes with multiple scales makes it possible to produce a wide range of diverse designs. Experiments and user studies were conducted to evaluate the proposed method from a qualitative as well as quantitative perspective. Shih-Hsuan Hung, Chih-Yuan Yao, Yu-Jen Fang, Ping Tan 0002, Ruen-Rone Lee, Alla Sheffer, Hung-Kuo Chu |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2019 | Surface2Volume: surface segmentation conforming assemblable volumetric partitionabstractUsers frequently seek to fabricate objects whose outer surfaces consist of regions with different surface attributes, such as color or material. Manufacturing such objects in a single piece is often challenging or even impossible. The alternative is to partition them into single-attribute volumetric parts that can be fabricated separately and then assembled to form the target object. Facilitating this approach requires partitioning the input model into parts that conform to the surface segmentation and that can be moved apart with no collisions. We propose Surface2Volume , a partition algorithm capable of producing such assemblable parts, each of which is affiliated with a single attribute, the outer surface of whose assembly conforms to the input surface geometry and segmentation. In computing the partition we strictly enforce conformity with surface segmentation and assemblability, and optimize for ease of fabrication by minimizing part count, promoting part simplicity, and simplifying assembly sequencing. We note that computing the desired partition requires solving for three types of variables: per-part assembly trajectories, partition topology, i.e. the connectivity of the interface surfaces separating the different parts, and the geometry, or location, of these interfaces. We efficiently produce the desired partitions by addressing one type of variables at a time: first computing the assembly trajectories, then determining interface topology, and finally computing interface locations that allow parts assemblability. We algorithmically identify inputs that necessitate sequential assembly, and partition these inputs gradually by computing and disassembling a subset of assemblable parts at a time. We demonstrate our method's robustness and versatility by employing it to partition a range of models with complex surface segmentations into assemblable parts. We further validate our framework via output fabrication and comparisons to alternative partition techniques. Chrystiano Araújo, Daniela Cabiddu, Marco Attene, Marco Livesu, Nicholas Vining, Alla Sheffer |
ACM Trans. Graph. | 6 |
| 2019 | SurfaceBrush: from virtual reality drawings to manifold surfacesabstractPopular Virtual Reality (VR) tools allow users to draw varying-width, ribbonlike 3D brush strokes by moving a hand-held controller in 3D space. Artists frequently use dense collections of such strokes to draw virtual 3D shapes. We propose SurfaceBrush , a surfacing method that converts such VR drawings into user-intended manifold free-form 3D surfaces, providing a novel approach for modeling 3D shapes. The inputs to our method consist of dense collections of artist-drawn stroke ribbons described by the positions and normals of their central polylines, and ribbon widths. These inputs are highly distinct from those handled by existing surfacing frameworks and exhibit different sparsity and error patterns, necessitating a novel surfacing approach. We surface the input stroke drawings by identifying and leveraging local coherence between nearby artist strokes. In particular, we observe that strokes intended to be adjacent on the artist imagined surface often have similar tangent directions along their respective polylines. We leverage this local stroke direction consistency by casting the computation of the user-intended manifold surface as a constrained matching problem on stroke polyline vertices and edges. We first detect and smoothly connect adjacent similarly-directed sequences of stroke edges producing one or more manifold partial surfaces. We then complete the surfacing process by identifying and connecting adjacent similarly directed edges along the borders of these partial surfaces. We confirm the usability of the SurfaceBrush interface and the validity of our drawing analysis via an observational study. We validate our stroke surfacing algorithm by demonstrating an array of manifold surfaces computed by our framework starting from a range of inputs of varying complexity, and by comparing our outputs to reconstructions computed using alternative means. Enrique Rosales, Jafet Rodriguez, Alla Sheffer |
ACM Trans. Graph. | 3 |
| 2018 | A conversation with CHCCS 2018 achievement award winner Alla Sheffer
Alla Sheffer |
Graphics Interface | 1 |
| 2018 | Perception-driven semi-structured boundary vectorizationabstractArtist-drawn images with distinctly colored, piecewise continuous boundaries, which we refer to as semi-structured imagery , are very common in online raster databases and typically allow for a perceptually unambiguous mental vector interpretation. Yet, perhaps surprisingly, existing vectorization algorithms frequently fail to generate these viewer-expected interpretations on such imagery. In particular, the vectorized region boundaries they produce frequently diverge from those anticipated by viewers. We propose a new approach to region boundary vectorization that targets semi-structured inputs and leverages observations about human perception of shapes to generate vector images consistent with viewer expectations. When viewing raster imagery observers expect the vector output to be an accurate representation of the raster input. However, perception studies suggest that viewers implicitly account for the lossy nature of the rasterization process and mentally smooth and simplify the observed boundaries. Our core algorithmic challenge is to balance these conflicting cues and obtain a piecewise continuous vectorization whose discontinuities, or corners, are aligned with human expectations. Our framework centers around a simultaneous spline fitting and corner detection method that combines a learned metric, that approximates human perception of boundary discontinuities on raster inputs, with perception-driven algorithmic discontinuity analysis. The resulting method balances local cues provided by the learned metric with global cues obtained by balancing simplicity and continuity expectations. Given the finalized set of corners, our framework connects those using simple, continuous curves that capture input regularities. We demonstrate our method on a range of inputs and validate its superiority over existing alternatives via an extensive comparative user study. Shayan Hoshyari, Edoardo A. Dominici, Alla Sheffer, Nathan Carr 0001, Duygu Ceylan, I-Chao Shen |
ACM Trans. Graph. | 3 |
| 2018 | OptCuts: joint optimization of surface cuts and parameterizationabstractLow-distortion mapping of three-dimensional surfaces to the plane is a critical problem in geometry processing. The intrinsic distortion introduced by these UV mappings is highly dependent on the choice of surface cuts that form seamlines which break mapping continuity. Parameterization applications typically require UV maps with an application-specific upper bound on distortion to avoid mapping artifacts; at the same time they seek to reduce cut lengths to minimize discontinuity artifacts. We propose OptCuts , an algorithm that jointly optimizes the parameterization and cutting of a three-dimensional mesh. OptCuts starts from an arbitrary initial embedding and a user-requested distortion bound. It requires no parameter setting and automatically seeks to minimize seam lengths subject to satisfying the distortion bound of the mapping computed using these seams. OptCuts alternates between topology and geometry update steps that consistently decrease distortion and seam length, producing a UV map with compact boundaries that strictly satisfies the distortion bound. OptCuts automatically produces high-quality, globally bijective UV maps without user intervention. While OptCuts can thus be a highly effective tool to create new mappings from scratch, we also show how it can be employed to improve pre-existing embeddings. Additionally, when semantic or other priors on seam placement are desired, OptCuts can be extended to respect these user preferences as constraints during optimization of the parameterization. We demonstrate the scalable performance of OptCuts on a wide range of challenging benchmark parameterization examples, as well as in comparisons with state-of-the-art UV methods and commercial tools. Minchen Li, Danny M. Kaufman, Vladimir G. Kim, Justin Solomon 0001, Alla Sheffer |
ACM Trans. Graph. | 5 |
| 2018 | Robust flow-guided neural prediction for sketch-based freeform surface modelingabstractSketching provides an intuitive user interface for communicating free form shapes. While human observers can easily envision the shapes they intend to communicate, replicating this process algorithmically requires resolving numerous ambiguities. Existing sketch-based modeling methods resolve these ambiguities by either relying on expensive user annotations or by restricting the modeled shapes to specific narrow categories. We present an approach for modeling generic freeform 3D surfaces from sparse, expressive 2D sketches that overcomes both limitations by incorporating convolution neural networks (CNN) into the sketch processing workflow. Given a 2D sketch of a 3D surface, we use CNNs to infer the depth and normal maps representing the surface. To combat ambiguity we introduce an intermediate CNN layer that models the dense curvature direction, or flow, field of the surface, and produce an additional output confidence map along with depth and normal. The flow field guides our subsequent surface reconstruction for improved regularity; the confidence map trained unsupervised measures ambiguity and provides a robust estimator for data fitting. To reduce ambiguities in input sketches users can refine their input by providing optional depth values at sparse points and curvature hints for strokes. Our CNN is trained on a large dataset generated by rendering sketches of various 3D shapes using non-photo-realistic line rendering (NPR) method that mimics human sketching of free-form shapes. We use the CNN model to process both single- and multi-view sketches. Using our multi-view framework users progressively complete the shape by sketching in different views, generating complete closed shapes. For each new view, the modeling is assisted by partial sketches and depth cues provided by surfaces generated in earlier views. The partial surfaces are fused into a complete shape using predicted confidence levels as weights. We validate our approach, compare it with previous methods and alternative structures, and evaluate its performance with various modeling tasks. The results demonstrate our method is a new approach for efficiently modeling freeform shapes with succinct but expressive 2D sketches. Changjian Li 0001, Hao Pan 0001, Yang Liu 0014, Xin Tong 0001, Alla Sheffer, Wenping Wang 0001 |
ACM Trans. Graph. | 5 |
| 2018 | Foldsketch: enriching garments with physically reproducible foldsabstractWhile folds and pleats add interest to garments and cloth objects, incorporating them into an existing design manually or using existing software requires expertise and time. We present FoldSketch , a new system that supports simple and intuitive fold and pleat design. FoldSketch users specify the fold or pleat configuration they seek using a simple schematic sketching interface; the system then algorithmically generates both the fold-enhanced 3D garment geometry that conforms to user specifications, and the corresponding 2D patterns that reproduce this geometry within a simulation engine. While previous work aspired to compute the desired patterns for a given target 3D garment geometry, our main algorithmic challenge is that we do not have target geometry to start with. Real-life garment folds have complex profile shapes, and their exact geometry and location on a garment are intricately linked to a range of physical factors such as fabric properties and the garment's interaction with the wearer's body; it is therefore virtually impossible to predict the 3D shape of a fold-enhanced garment using purely geometric means. At the same time, using physical simulation to model folds requires appropriate 2D patterns and initial drape, neither of which can be easily provided by the user. We obtain both the 3D fold-enhanced garment and its corresponding patterns and initial drape via an alternating 2D-3D algorithm. We first expand the input patterns by allocating excess material for the expected fold formation; we then use these patterns to produce an estimated fold-enhanced drape geometry that balances designer expectations against physical reproducibility. We use the patterns and the estimated drape as input to a simulation generating an initial reproducible output. We improve the output's alignment with designer expectations by progressively refining the patterns and the estimated drape, converging to a final fully physically reproducible fold-enhanced garment. Our experiments confirm that FoldSketch reliably converges to a desired garment geometry and corresponding patterns and drape, and works well with different physical simulators. We demonstrate the versatility of our approach by showcasing a collection of garments augmented with diverse fold and pleat layouts specified via the FoldSketch interface, and further validate our approach via comparisons to alternative solutions and feedback from potential users. Minchen Li, Alla Sheffer, Eitan Grinspun, Nicholas Vining |
ACM Trans. Graph. | 2 |
| 2018 | Box cutter: atlas refinement for efficient packing via void eliminationabstractPacked atlases, consisting of 2D parameterized charts, are ubiquitously used to store surface signals such as texture or normals. Tight packing is similarly used to arrange and cut-out 2D panels for fabrication from sheet materials. Packing efficiency , or the ratio between the areas of the packed atlas and its bounding box, significantly impacts downstream applications. We propose Box Cutter , a new method for optimizing packing efficiency suitable for both settings. Our algorithm improves packing efficiency without changing distortion by strategically cutting and repacking the atlas charts or panels. It preserves the local mapping between the 3D surface and the atlas charts and retains global mapping continuity across the newly formed cuts. We balance packing efficiency improvement against increase in chart boundary length and enable users to directly control the acceptable amount of boundary elongation. While the problem we address is NP-hard, we provide an effective practical solution by iteratively detecting large rectangular empty spaces, or void boxes , in the current atlas packing and eliminating them by first refining the atlas using strategically placed axis-aligned cuts and then repacking the refined charts. We repeat this process until no further improvement is possible, or until the desired balance between packing improvement and boundary elongation is achieved. Packed chart atlases are only useful for the applications we address if their charts are overlap-free; yet many popular parameterization methods, used as-is, produce atlases with global overlaps. Our pre-processing step eliminates all input overlaps while explicitly minimizing the boundary length of the resulting overlap-free charts. We demonstrate our combined strategy on a large range of input atlases produced by diverse parameterization methods, as well as on multiple sets of 2D fabrication panels. Our framework dramatically improves the output packing efficiency on all inputs; for instance with boundary length increase capped at 50% we improve packing efficiency by 68% on average. Max Limper, Nicholas Vining, Alla Sheffer |
ACM Trans. Graph. | 3 |
| 2018 | StrokeAggregator: consolidating raw sketches into artist-intended curve drawingsabstractWhen creating line drawings, artists frequently depict intended curves using multiple, tightly clustered, or overdrawn, strokes. Given such sketches, human observers can readily envision these intended, aggregate , curves, and mentally assemble the artist's envisioned 2D imagery. Algorithmic stroke consolidation---replacement of overdrawn stroke clusters by corresponding aggregate curves---can benefit a range of sketch processing and sketch-based modeling applications which are designed to operate on consolidated, intended curves. We propose StrokeAggregator , a novel stroke consolidation method that significantly improves on the state of the art, and produces aggregate curve drawings validated to be consistent with viewer expectations. Our framework clusters strokes into groups that jointly define intended aggregate curves by leveraging principles derived from human perception research and observation of artistic practices. We employ these principles within a coarse-to-fine clustering method that starts with an initial clustering based on pairwise stroke compatibility analysis, and then refines it by analyzing interactions both within and in-between clusters of strokes. We facilitate this analysis by computing a common 1D parameterization for groups of strokes via common aggregate curve fitting. We demonstrate our method on a large range of line drawings, and validate its ability to generate consolidated drawings that are consistent with viewer perception via qualitative user evaluation, and comparisons to manually consolidated drawings and algorithmic alternatives. Chenxi Liu 0004, Enrique Rosales, Alla Sheffer |
ACM Trans. Graph. | 3 |
| 2018 | Axis-Aligned Height-Field Block Decomposition of 3D ShapesabstractWe propose a novel algorithm for decomposing general three-dimensional geometries into a small set of overlap-free height-field blocks , volumes enclosed by a flat base and a height-field surface defined with respect to this base. This decomposition is useful for fabrication methodologies such as 3-axis CNC milling, where a single milling pass can only carve a single height-field surface defined with respect to the machine tray but can also benefit other fabrication settings. Computing our desired decomposition requires solving a highly constrained discrete optimization problem, variants of which are known to be NP-hard. We effectively compute a high-quality decomposition by using a two-step process that leverages the unique characteristics of our setup. Specifically, we notice that if the height-field directions are constrained to the major axes, then we can always produce a valid decomposition starting from a suitable surface segmentation. Our method first produces a compact set of large, possibly overlapping, height-field blocks that jointly cover the model surface by recasting this discrete constrained optimization problem as an unconstrained optimization of a continuous function, which allows for an efficient solution. We then cast the computation of an overlap-free, final decomposition as an ordering problem on a graph and solve it via a combination of cycle elimination and topological sorting. The combined algorithm produces a compact set of height-field blocks that jointly describe the input model within a user given tolerance. We demonstrate our method on a range of inputs and showcase a number of real life models manufactured using our technique. Alessandro Muntoni, Marco Livesu, Riccardo Scateni, Alla Sheffer, Daniele Panozzo |
ACM Trans. Graph. | 4 |
| 2017 | FlowRep: descriptive curve networks for free-form design shapesabstractWe present FlowRep , an algorithm for extracting descriptive compact 3D curve networks from meshes of free-form man-made shapes. We infer the desired compact curve network from complex 3D geometries by using a series of insights derived from perception, computer graphics, and design literature. These sources suggest that visually descriptive networks are cycle-descriptive , i.e their cycles unambiguously describe the geometry of the surface patches they surround. They also indicate that such networks are designed to be projectable , or easy to envision when observed from a static general viewpoint; in other words, 2D projections of the network should be strongly indicative of its 3D geometry. Research suggests that both properties are best achieved by using networks dominated by flowlines , surface curves aligned with principal curvature directions across anisotropic regions and strategically extended across sharp-features and isotropic areas. Our algorithm leverages these observation in the construction of a compact descriptive curve network. Starting with a curvature aligned quad dominant mesh we first extract sequences of mesh edges that form long, well-shaped and reliable flowlines by leveraging directional similarity between nearby meaningful flowline directions We then use a compact subset of the extracted flowlines and the model's sharp-feature, or trim, curves to form a sparse, projectable network which describes the underlying surface. We validate our method by demonstrating a range of networks computed from diverse inputs, using them for surface reconstruction, and showing extensive comparisons with prior work and artist generated networks. Giorgio Gori, Alla Sheffer, Nicholas Vining, Enrique Rosales, Nathan Carr 0001, Tao Ju 0001 |
ACM Trans. Graph. | 2 |
| 2017 | BendSketch: modeling freeform surfaces through 2D sketchingabstractSketch-based modeling provides a powerful paradigm for geometric modeling. Recent research had shown, sketch based modeling methods are most effective when targeting a specific family of surfaces. A large and growing arsenal of sketching tools is available for different types of geometries and different target user populations. Our work augments this arsenal with a new and powerful tool for modeling complex freeform shapes by sketching sparse 2D strokes; our method complements existing approaches in enabling the generation of surfaces with complex curvature patterns that are challenging to produce with existing methods. To model a desired surface patch with our technique, the user sketches the patch boundary as well as a small number of strokes representing the major bending directions of the shape. Our method uses this input to generate a curvature field that conforms to the user strokes and then uses this field to derive a freeform surface with the desired curvature pattern. To infer the surface from the strokes we first disambiguate the convex versus concave bending directions indicated by the strokes and estimate the surface bending magnitude along the strokes. We subsequently construct a curvature field based on these estimates, using a non-orthogonal 4-direction field coupled with a scalar magnitude field, and finally construct a surface whose curvature pattern reflects this field through an iterative sequence of simple linear optimizations. Our framework is well suited for single-view modeling, but also supports multi-view interaction, necessary to model complex shapes portions of which can be occluded in many views. It effectively combines multi-view inputs to obtain a coherent 3D shape. It runs at interactive speed allowing for immediate user feedback. We demonstrate the effectiveness of the proposed method through a large collection of complex examples created by both artists and amateurs. Our framework provides a useful complement to the existing sketch-based modeling methods. Changjian Li 0001, Hao Pan 0001, Yang Liu 0014, Xin Tong 0001, Alla Sheffer, Wenping Wang 0001 |
ACM Trans. Graph. | 5 |
| 2016 | Physics-driven pattern adjustment for direct 3D garment editingabstractDesigners frequently reuse existing designs as a starting point for creating new garments. In order to apply garment modifications, which the designer envisions in 3D, existing tools require meticulous manual editing of 2D patterns. These 2D edits need to account both for the envisioned geometric changes in the 3D shape, as well as for various physical factors that affect the look of the draped garment. We propose a new framework that allows designers to directly apply the changes they envision in 3D space; and creates the 2D patterns that replicate this envisioned target geometry when lifted into 3D via a physical draping simulation. Our framework removes the need for laborious and knowledge-intensive manual 2D edits and allows users to effortlessly mix existing garment designs as well as adjust for garment length and fit. Following each user specified editing operation we first compute a target 3D garment shape, one that maximally preserves the input garment's style-its proportions, fit and shape-subject to the modifications specified by the user. We then automatically compute 2D patterns that recreate the target garment shape when draped around the input mannequin within a user-selected simulation environment. To generate these patterns, we propose a fixed-point optimization scheme that compensates for the deformation due to the physical forces affecting the drape and is independent of the underlying simulation tool used. Our experiments show that this method quickly and reliably converges to patterns that, under simulation, form the desired target look, and works well with different black-box physical simulators. We demonstrate a range of edited and resimulated garments, and further validate our approach via expert and amateur critique, and comparisons to alternative solutions. Aric Bartle, Alla Sheffer, Vladimir G. Kim, Danny M. Kaufman, Nicholas Vining, Floraine Berthouzoz |
ACM Trans. Graph. | 2 |
| 2016 | Gesture3D: posing 3D characters via gesture drawingsabstractArtists routinely use gesture drawings to communicate ideated character poses for storyboarding and other digital media. During subsequent posing of the 3D character models, they use these drawing as a reference, and perform the posing itself using 3D interfaces which require time and expert 3D knowledge to operate. We propose the first method for automatically posing 3D characters directly using gesture drawings as an input, sidestepping the manual 3D posing step. We observe that artists are skilled at quickly and effectively conveying poses using such drawings, and design them to facilitate a single perceptually consistent pose interpretation by viewers. Our algorithm leverages perceptual cues to parse the drawings and recover the artist-intended poses. It takes as input a vector-format rough gesture drawing and a rigged 3D character model, and plausibly poses the character to conform to the depicted pose. No other input is required. Our contribution is two-fold: we first analyze and formulate the pose cues encoded in gesture drawings; we then employ these cues to compute a plausible image space projection of the conveyed pose and to imbue it with depth. Our framework is designed to robustly overcome errors and inaccuracies frequent in typical gesture drawings. We exhibit a wide variety of character models posed by our method created from gesture drawings of complex poses, including poses with occlusions and foreshortening. We validate our approach via result comparisons to artist-posed models generated from the same reference drawings, via studies that confirm that our results agree with viewer perception, and via comparison to algorithmic alternatives. Mikhail Bessmeltsev, Nicholas Vining, Alla Sheffer |
ACM Trans. Graph. | 3 |
| 2016 | Functionality preserving shape style transferabstractWhen geometric models with a desired combination of style and functionality are not available, they currently need to be created manually. We facilitate algorithmic synthesis of 3D models of man-made shapes which combines user-specified style, described via anexemplarshape, and functionality, encoded by a functionally differenttargetshape. Our method automatically transfers the style of the exemplar to the target, creating the desired combination. The main challenge in performing cross-functional style transfer is to implicitly separate an object's style from its function: while stylistically the output shapes should be as close as possible to the exemplar, their original functionality and structure, as encoded by the target, should be strictly preserved. Recent literature point to the presence of similarly shaped, salientgeometric elementsas a main indicator of stylistic similarity between 3D shapes. We therefore transfer the exemplar style to the target via a sequence of element-level operations. We allow onlycompatibleoperations, ones that do not affect the target functionality. To this end, we introduce a cross-structural element compatibility metric that estimates the impact of each operation on the edited shape. Our metric is based on the global context and coarse geometry of evaluated elements, and is trained on databases of 3D objects. We use this metric to cast style transfer as a tabu search, which incrementally updates the target shape using compatible operations, progressively increasing its style similarity to the exemplar while strictly maintaining its functionality at each step. We evaluate our framework across a range of man-made objects including furniture, light fixtures, and tableware, and perform a number of user studies confirming that it produces convincing outputs combining the desired style and function. Zhaoliang Lun, Evangelos Kalogerakis, Rui Wang 0003, Alla Sheffer |
ACM Trans. Graph. | 4 |
| 2016 | A scalable active framework for region annotation in 3D shape collectionsabstractLarge repositories of 3D shapes provide valuable input for data-driven analysis and modeling tools. They are especially powerful once annotated with semantic information such as salient regions and functional parts. We propose a novel active learning method capable of enriching massive geometric datasets with accurate semantic region annotations. Given a shape collection and a user-specified region label our goal is to correctly demarcate the corresponding regions with minimal manual work. Our active framework achieves this goal by cycling between manually annotating the regions, automatically propagating these annotations across the rest of the shapes, manually verifying both human and automatic annotations, and learning from the verification results to improve the automatic propagation algorithm. We use a unified utility function that explicitly models the time cost of human input across all steps of our method. This allows us to jointly optimize for the set of models to annotate and for the set of models to verify based on the predicted impact of these actions on the human efficiency. We demonstrate that incorporating verification of all produced labelings within this unified objective improves both accuracy and efficiency of the active learning procedure. We automatically propagate human labels across a dynamic shape network using a conditional random field (CRF) framework, taking advantage of global shape-to-shape similarities, local feature similarities, and point-to-point correspondences. By combining these diverse cues we achieve higher accuracy than existing alternatives. We validate our framework on existing benchmarks demonstrating it to be significantly more efficient at using human input compared to previous techniques. We further validate its efficiency and robustness by annotating a massive shape dataset, labeling over 93,000 shape parts, across multiple model classes, and providing a labeled part collection more than one order of magnitude larger than existing ones. Li Yi 0001, Vladimir G. Kim, Duygu Ceylan, I-Chao Shen, Mengyuan Yan, Hao Su 0001, Cewu Lu, Qixing Huang, Alla Sheffer, Leonidas J. Guibas |
ACM Trans. Graph. | 9 |
| 2016 | Legible compact calligramsabstractA calligram is an arrangement of words or letters that creates a visual image, and a compact calligram fits one word into a 2D shape. We introduce a fully automatic method for the generation of legible compact calligrams which provides a balance between conveying the input shape, legibility, and aesthetics. Our method has three key elements: a path generation step which computes a global layout path suitable for embedding the input word; an alignment step to place the letters so as to achieve feature alignment between letter and shape protrusions while maintaining word legibility; and a final deformation step which deforms the letters to fit the shape while balancing fit against letter legibility. As letter legibility is critical to the quality of compact calligrams, we conduct a large-scale crowd-sourced study on the impact of different letter deformations on legibility and use the results to train a letter legibility measure which guides the letter deformation. We show automatically generated calligrams on an extensive set of word-image combinations. The legibility and overall quality of the calligrams are evaluated and compared, via user studies, to those produced by human creators, including a professional artist, and existing works. Changqing Zou, Junjie Cao 0001, Warunika Ranaweera, Ibraheem Alhashim, Ping Tan 0002, Alla Sheffer, Hao (Richard) Zhang |
ACM Trans. Graph. | 6 |
| 2015 | Modeling Character Canvases from Cartoon DrawingsabstractWe introduce a novel technique for the construction of a 3D character proxy, or canvas , directly from a 2D cartoon drawing and a user-provided correspondingly posed 3D skeleton. Our choice of input is motivated by the observation that traditional cartoon characters are well approximated by a union of generalized surface of revolution body parts, anchored by a skeletal structure. While typical 2D character contour drawings allow ambiguities in 3D interpretation, our use of a 3D skeleton eliminates such ambiguities and enables the construction of believable character canvases from complex drawings. Our canvases conform to the 2D contours of the input drawings, and are consistent with the perceptual principles of Gestalt continuity, simplicity, and contour persistence. We first segment the input 2D contours into individual body-part outlines corresponding to 3D skeletal bones using the Gestalt continuation principle to correctly resolve inter-part occlusions in the drawings. We then use this segmentation to compute the canvas geometry, generating 3D generalized surfaces of revolution around the skeletal bones that conform to the original outlines and balance simplicity against contour persistence. The combined method generates believable canvases for characters drawn in complex poses with numerous inter-part occlusions, variable contour depth, and significant foreshortening. Our canvases serve as 3D geometric proxies for cartoon characters, enabling unconstrained 3D viewing, articulation, and non-photorealistic rendering. We validate our algorithm via a range of user studies and comparisons to ground-truth 3D models and artist-drawn results. We further demonstrate a compelling gallery of 3D character canvases created from a diverse set of cartoon drawings with matching 3D skeletons. Mikhail Bessmeltsev, Nicholas Vining, Alla Sheffer, Karan Singh 0004 |
ACM Trans. Graph. | 4 |
| 2015 | Practical hex-mesh optimization via edge-cone rectificationabstractThe usability of hexahedral meshes depends on the degree to which the shape of their elements deviates from a perfect cube; a single concave, or inverted element makes a mesh unusable. While a range of methods exist for discretizing 3D objects with an initial topologically suitable hex mesh, their output meshes frequently contain poorly shaped and even inverted elements, requiring a further quality optimization step. We introduce a novel framework for optimizing hex-mesh quality capable of generating inversion-free high-quality meshes from such poor initial inputs. We recast hex quality improvement as an optimization of the shape of overlapping cones, or unions, of tetrahedra surrounding every directed edge in the hex mesh, and show the two to be equivalent. We then formulate cone shape optimization as a sequence of convex quadratic optimization problems, where hex convexity is encoded via simple linear inequality constraints. As this solution space may be empty, we therefore present an alternate formulation which allows the solver to proceed even when constraints cannot be satisfied exactly. We iteratively improve mesh element quality by solving at each step a set of local, per-cone, convex constrained optimization problems, followed by a global energy minimization step which reconciles these local solutions. This latter method provides no theoretical guarantees on the solution but produces inversion-free, high quality meshes in practice. We demonstrate the robustness of our framework by optimizing numerous poor quality input meshes generated using a variety of initial meshing methods and producing high-quality inversion-free meshes in each case. We further validate our algorithm by comparing it against previous work, and demonstrate a significant improvement in both worst and average element quality. Marco Livesu, Alla Sheffer, Nicholas Vining, Marco Tarini |
ACM Trans. Graph. | 2 |
| 2015 | Elements of style: learning perceptual shape style similarityabstractThe human perception of stylistic similarity transcends structure and function: for instance, a bed and a dresser may share a common style. An algorithmically computed style similarity measure that mimics human perception can benefit a range of computer graphics applications. Previous work in style analysis focused on shapes within the same class, and leveraged structural similarity between these shapes to facilitate analysis. In contrast, we introduce the firststructure-transcendingstyle similarity measure and validate it to be well aligned with human perception of stylistic similarity. Our measure is inspired by observations about style similarity in art history literature, which point to the presence of similarly shaped, salient,geometric elementsas one of the key indicators of stylistic similarity. We translate these observations into an algorithmic measure by first quantifying the geometric properties that make humans perceive geometric elements as similarly shaped and salient in the context of style, then employing this quantification to detect pairs of matching style related elements on the analyzed models, and finally collating the element-level geometric similarity measurements into an object-level style measure consistent with human perception. To achieve this consistency we employ crowdsourcing to quantify the different components of our measure; we learn the relative perceptual importance of a range of elementary shape distances and other parameters used in our measurement from 50K responses to cross-structure style similarity queries provided by over 2500 participants.We train and validate our method on this dataset, showing it to successfully predict relative style similarity with near 90% accuracy based on 10-fold cross-validation. Zhaoliang Lun, Evangelos Kalogerakis, Alla Sheffer |
ACM Trans. Graph. | 3 |
| 2015 | Dihedral angle-based maps of tetrahedral meshesabstractWe present a geometric representation of a tetrahedral mesh that is solely based on dihedral angles. We first show that the shape of a tetrahedral mesh is completely defined by its dihedral angles. This proof leads to a set of angular constraints that must be satisfied for an immersion to exist in R 3 . This formulation lets us easily specify conditions to avoid inverted tetrahedra and multiply-covered vertices, thus leading to locally injective maps. We then present a constrained optimization method that modifies input angles when they do not satisfy constraints. Additionally, we develop a fast spectral reconstruction method to robustly recover positions from dihedral angles. We demonstrate the applicability of our representation with examples of volume parameterization, shape interpolation, mesh optimization, connectivity shapes, and mesh compression. Gilles-Philippe Paillé, Nicolas Ray, Pierre Poulin, Alla Sheffer, Bruno Lévy 0001 |
ACM Trans. Graph. | 4 |
| 2015 | Flow aligned surfacing of curve networksabstractWe propose a new approach for automatic surfacing of 3D curve networks, a long standing computer graphics problem which has garnered new attention with the emergence of sketch based modeling systems capable of producing such networks. Our approach is motivated by recent studies suggesting that artist-designed curve networks consist of descriptive curves that convey intrinsic shape properties, and are dominated byrepresentative flow linesdesigned to convey the principal curvature lines on the surface. Studies indicate that viewers complete the intended surface shape by envisioning a surface whose curvature lines smoothly blend these flow-line curves. Following these observations we design a surfacing framework that automatically aligns the curvature lines of the constructed surface with the representative flow lines and smoothly interpolates these representative flow, or curvature directions while minimizing undesired curvature variation. Starting with an initial triangle mesh of the network, we dynamically adapt the mesh to maximize the agreement between the principal curvature direction field on the surface and a smoothflow fieldsuggested by the representative flow-line curves. Our main technical contribution is a framework for curvature-based surface modeling, that facilitates the creation of surfaces with prescribed curvature characteristics. We validate our method via visual inspection, via comparison to artist created and ground truth surfaces, as well as comparison to prior art, and confirm that our results are well aligned with the computed flow fields and with viewer perception of the input networks. Hao Pan 0001, Yang Liu 0014, Alla Sheffer, Nicholas Vining, Changjian Li 0001, Wenping Wang 0001 |
ACM Trans. Graph. | 3 |
| 2014 | Analogy-driven 3D style transferabstractAbstract Style transfer aims to apply the style of an exemplar model to a target one, while retaining the target's structure. The main challenge in this process is to algorithmically distinguish style from structure, a high‐level, potentially ill‐posed cognitive task. Inspired by cognitive science research we recast style transfer in terms ofshape analogies. In IQ testing, shape analogy queries present the subject with three shapes:source, targetandexemplar, and ask them to select anoutputsuch that the transformation, oranalogy, from the exemplar to the output is similar to that from the source to the target. The logical process involved in identifying the source‐to‐target analogies implicitly detects the structural differences between the source and target and can be used effectively to facilitate style transfer. Since the exemplar has a similar structure to the source, applying the analogy to the exemplar will provide the output we seek. The main technical challenge we address is to compute the source to target analogies, consistent with human logic. We observe that the typical analogies we look for consist of a small set of simple transformations, which when applied to the exemplar generate a continuous, seamless output model. To assemble a shape analogy, we compute an optimal set of source‐to‐target transformations, such that the assembled analogy best fits these criteria. The assembled analogy is then applied to the exemplar shape to produce the desired output model. We use the proposed framework to seamlessly transfer a variety of style properties between 2D and 3D objects and demonstrate significant improvements over the state of the art in style transfer. We further show that our framework can be used to successfully complete partial scans with the help of a user provided structural template, coherently propagating scan style across the completed surfaces. Chongyang Ma, Alla Sheffer, Evangelos Kalogerakis, Rui Wang 0003 |
Comput. Graph. Forum | 3 |
| 2014 | Game level layout from design specificationabstractAbstract The design of video game environments, or levels, aims to control gameplay by steering the player through a sequence of designer‐controlled steps, while simultaneously providing a visually engaging experience. Traditionally these levels are painstakingly designed by hand, often from pre‐existing building blocks, or space templates. In this paper, we propose an algorithmic approach for automatically laying out game levels from user‐specified blocks. Our method allows designers to retain control of the gameplay flow via user‐specified level connectivity graphs, while relieving them from the tedious task of manually assembling the building blocks into a valid, plausible layout. Our method produces sequences of diverse layouts for the same input connectivity, allowing for repeated replay of a given level within a visually different, new environment. We support complex graph connectivities and various building block shapes, and are able to compute complex layouts in seconds. The two key components of our algorithm are the use of configuration spaces defining feasible relative positions of building blocks within a layout and a graph‐decomposition based layout strategy that leverages graph connectivity to speed up convergence and avoid local minima. Together these two tools quickly steer the solution toward feasible layouts. We demonstrate our method on a variety of real‐life inputs, and generate appealing layouts conforming to user specifications. Chongyang Ma, Nicholas Vining, Sylvain Lefebvre 0001, Alla Sheffer |
Comput. Graph. Forum | 4 |
| 2014 | True2Form: 3D curve networks from 2D sketches via selective regularizationabstractTrue2Formis a sketch-based modeling system that reconstructs 3D curves from typical design sketches. Our approach to infer 3D form from 2D drawings is a novel mathematical framework of insights derived from perception and design literature. We note that designers favor viewpoints that maximally reveal 3D shape information, and strategically sketch descriptive curves that convey intrinsic shape properties, such as curvature, symmetry, or parallelism. Studies indicate that viewers apply these properties selectively to envision a globally consistent 3D shape. We mimic this selective regularization algorithmically, by progressively detecting and enforcing applicable properties, accounting for their global impact on an evolving 3D curve network. Balancing regularity enforcement against sketch fidelity at each step allows us to correct for inaccuracy inherent in free-hand sketching. We perceptually validate our approach by showing agreement between our algorithm and viewers in selecting applicable regularities. We further evaluate our solution by: reconstructing a range of 3D models from diversely sourced sketches; comparisons to prior art; and visual comparison to both ground-truth and 3D reconstructions by designers. Bao-Xuan Xu, Alla Sheffer, Adrien Bousseau, James McCrae, Karan Singh 0004 |
ACM Trans. Graph. | 3 |
| 2014 | Filling Your Shelves: Synthesizing Diverse Style-Preserving Artifact ArrangementsabstractOur homes and workspaces are filled with collections of dozens of artifacts laid out on surfaces such as shelves, counters, and mantles. The content and layout of these arrangements reflect both context, e.g., kitchen or living room, and style, e.g., neat or messy. Manually assembling such arrangements in virtual scenes is highly time consuming, especially when one needs to generate multiple diverse arrangements for numerous support surfaces and living spaces. We present a data-driven method especially designed for artifact arrangement which automatically populates empty surfaces with diverse believable arrangements of artifacts in a given style. The input to our method is an annotated photograph or a 3D model of an exemplar arrangement, that reflects the desired context and style. Our method leverages this exemplar to generate diverse arrangements reflecting the exemplar style for arbitrary furniture setups and layout dimensions. To simultaneously achieve scalability, diversity and style preservation, we define a valid solution space of arrangements that reflect the input style. We obtain solutions within this space using barrier functions and stochastic optimization. Lucas Majerowicz, Ariel Shamir, Alla Sheffer, Holger H. Hoos |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2013 | Foreword to Shape Modeling International 2013
Valery Adzhiev, Michela Spagnuolo, Alla Sheffer |
Comput. Graph. | 3 |
| 2013 | Qualitative organization of collections of shapes via quartet analysisabstractWe present a method for organizing a heterogeneous collection of 3D shapes for overview and exploration. Instead of relying on quantitative distances, which may become unreliable between dissimilar shapes, we introduce aqualitativeanalysis which utilizes multiple distance measures but only in cases where the measures can be reliably compared. Our analysis is based on the notion ofquartets, each defined by two pairs of shapes, where the shapes in each pair are close to each other, but far apart from the shapes in the other pair. Combining the information from many quartets computed across a shape collection using several distance measures, we create a hierarchical structure we callcategorization treeof the shape collection. This tree satisfies the topological (qualitative) constraints imposed by the quartets creating an effective organization of the shapes. We present categorization trees computed on various collections of shapes and compare them to ground truth data from human categorization. We further introduce the concept ofdegree of separationchart for every shape in the collection and show the effectiveness of using it for interactive shapes exploration. Shi-Sheng Huang, Ariel Shamir, Chao-Hui Shen, Hao (Richard) Zhang, Alla Sheffer, Shi-Min Hu 0001, Daniel Cohen-Or |
ACM Trans. Graph. | 5 |
| 2013 | PolyCut: monotone graph-cuts for PolyCube base-complex constructionabstractPolyCubes, or orthogonal polyhedra, are useful as parameterization base-complexes for various operations in computer graphics. However, computing quality PolyCube base-complexes for general shapes, providing a good trade-off between mapping distortion and singularity counts, remains a challenge. Our work improves on the state-of-the-art in PolyCube computation by adopting a graph-cut inspired approach. We observe that, given an arbitrary input mesh, the computation of a suitable PolyCube base-complex can be formulated as associating, or labeling, each input mesh triangle with one of six signed principal axis directions. Most of the criteria for a desirable PolyCube labeling can be satisfied using a multi-label graph-cut optimization with suitable local unary and pairwise terms. However, the highly constrained nature of PolyCubes, imposed by the need to align each chart with one of the principal axes, enforces additional global constraints that the labeling must satisfy. To enforce these constraints, we develop a constrained discrete optimization technique, PolyCut , which embeds a graph-cut multi-label optimization within a hill-climbing local search framework that looks for solutions that minimize the cut energy while satisfying the global constraints. We further optimize our generated PolyCube base-complexes through a combination of distortion-minimizing deformation, followed by a labeling update and a final PolyCube parameterization step. Our PolyCut formulation captures the desired properties of a PolyCube base-complex, balancing parameterization distortion against singularity count, and produces demonstrably better PolyCube base-complexes then previous work. Marco Livesu, Nicholas Vining, Alla Sheffer, James Gregson, Riccardo Scateni |
ACM Trans. Graph. | 3 |
| 2012 | Design-driven quadrangulation of closed 3D curvesabstractWe propose a novel, design-driven, approach to quadrangulation of closed 3D curves created by sketch-based or other curve modeling systems. Unlike the multitude of approaches for quad-remeshing of existing surfaces, we rely solely on the input curves to both conceive and construct the quad-mesh of an artist imagined surface bounded by them. We observe that viewers complete the intended shape by envisioning a dense network of smooth, gradually changing,flow-linesthat interpolates the input curves. Components of the network bridge pairs of input curve segments with similar orientation and shape. Our algorithm mimics this behavior. It first segments the input closed curves into pairs ofmatchingsegments, defining dominant flow line sequences across the surface. It then interpolates the input curves by a network of quadrilateral cycles whose iso-lines define the desired flow line network. We proceed to interpolate these networks with all-quad meshes that convey designer intent. We evaluate our results by showing convincing quadrangulations of complex and diverse curve networks with concave, non-planar cycles, and validate our approach by comparing our results to artist generated interpolating meshes. Mikhail Bessmeltsev, Caoyu Wang, Alla Sheffer, Karan Singh 0004 |
ACM Trans. Graph. | 3 |
| 2012 | Design preserving garment transferabstractWe present a fully automatic method for design-preserving transfer of garments between characters with different body shapes. For real-life garments, such transfer is performed through a knowledge intensive and time consuming process, known as pattern grading . Our first contribution is to reformulate the criteria used in professional pattern-grading as a set of geometric requirements, respectively expressing shape or design preservation, proportionality, and fit. We then propose a fully automatic garment transfer algorithm which satisfies all of these criteria while ensuring the physical plausibility of the result. Specifically, we formulate garment transfer as a constrained optimization problem and solve it efficiently through iterative quadratic minimization. As demonstrated by our results, our method is able to automatically generate design-preserving versions of existing garments for target characters whose proportions and body shape significantly differ from those of the source. The method correctly handles the transfer of multiple layers of garment. Lastly, when source 2D patterns are available, we output graded patterns suitable for manufacturing the transferred garments. Our fully automatic design-preserving transfer method leads to significant time savings for both computer artists and fashion designers. Rémi Brouet, Alla Sheffer, Laurence Boissieux, Marie-Paule Cani |
ACM Trans. Graph. | 2 |
| 2012 | CrossShade: shading concept sketches using cross-section curvesabstractWe facilitate the creation of 3D-looking shaded production drawings from concept sketches. The key to our approach is a class of commonly used construction curves known as cross-sections , that function as an aid to both sketch creation and viewer understanding of the depicted 3D shape. In particular, intersections of these curves, or cross-hairs , convey valuable 3D information, that viewers compose into a mental model of the overall sketch. We use the artist-drawn cross-sections to automatically infer the 3D normals across the sketch, enabling 3D-like rendering. The technical contribution of our work is twofold. First, we distill artistic guidelines for drawing cross-sections and insights from perception literature to introduce an explicit mathematical formulation of the relationships between cross-section curves and the geometry they aim to convey. We then use these relationships to develop an algorithm for estimating a normal field from cross-section curve networks and other curves present in concept sketches. We validate our formulation and algorithm through a user study and a ground truth normal comparison. As demonstrated by the examples throughout the paper, these contributions enable us to shade a wide range of concept sketches with a variety of rendering styles. Cloud Shao, Adrien Bousseau, Alla Sheffer, Karan Singh 0004 |
ACM Trans. Graph. | 3 |
| 2011 | Point set silhouettes via local reconstruction
Matt Olson, Ramsay Dyer, Hao (Richard) Zhang, Alla Sheffer |
Comput. Graph. | 4 |
| 2011 | Context-aware garment modeling from sketches
Cody Robson, Ron Maharik, Alla Sheffer, Nathan Carr 0001 |
Comput. Graph. | 3 |
| 2011 | All-Hex Mesh Generation via Volumetric PolyCube DeformationabstractAbstract While hexahedral mesh elements are preferred by a variety of simulation techniques, constructing quality all‐hex meshes of general shapes remains a challenge. An attractive hex‐meshing approach, often referred to as sub‐mapping, uses a low distortion mapping between the input model and a PolyCube (a solid formed from a union of cubes), to transfer a regular hex grid from the PolyCube to the input model. Unfortunately, the construction of suitable PolyCubes and corresponding volumetric maps for arbitrary shapes remains an open problem. Our work introduces a new method for computing low‐distortion volumetric PolyCube deformations of general shapes and for subsequent all‐hex remeshing. For a given input model, our method simultaneously generates an appropriate PolyCube structure and mapping between the input model and the PolyCube. From these we automatically generate good quality all‐hex meshes of complex natural and man‐made shapes. James Gregson, Alla Sheffer, Eugene Zhang |
Comput. Graph. Forum | 2 |
| 2011 | Digital micrographyabstractWe present an algorithm for creating digital micrography images, or micrograms , a special type of calligrams created from minuscule text. These attractive text-art works successfully combine beautiful images with readable meaningful text. Traditional micrograms are created by highly skilled artists and involve a huge amount of tedious manual work. We aim to simplify this process by providing a computerized digital micrography design tool. The main challenge in creating digital micrograms is designing textual layouts that simultaneously convey the input image, are readable and appealing. To generate such layout we use the streamlines of singularity free, low curvature, smooth vector fields, especially designed for our needs. The vector fields are computed using a new approach which controls field properties via a priori boundary condition design that balances the different requirements we aim to satisfy. The optimal boundary conditions are computed using a graph-cut approach balancing local and global design considerations. The generated layouts are further processed to obtain the final micrograms. Our method automatically generates engaging, readable micrograms starting from a vector image and an input text while providing a variety of optional high-level controls to the user. Ron Maharik, Mikhail Bessmeltsev, Alla Sheffer, Ariel Shamir, Nathan Carr 0001 |
ACM Trans. Graph. | 3 |
| 2010 | Visibility of noisy point cloud data
Ravish Mehra, Pushkar Tripathi, Alla Sheffer, Niloy J. Mitra |
Comput. Graph. | 3 |
| 2010 | Globally Consistent Space-Time ReconstructionabstractAbstract Most objects deform gradually over time, without abrupt changes in geometry or topology, such as changes in genus. Correct space‐time reconstruction of such objects should satisfy this gradual change prior. This requirement necessitates a globally consistent interpretation of spatial adjacency. Consider the capture of a surface that comes in contact with itself during the deformation process, such as a hand with different fingers touching one another in parts of the sequence. Naive reconstruction would glue the contact regions together for the duration of each contact and keep them apart in other parts of the sequence. However such reconstruction violates the gradual change prior as it enforces a drastic intrinsic change in the object's geometry at the transition between the glued and unglued sub‐sequences. Instead consistent global reconstruction should keep the surfaces separate throughout the entire sequence. We introduce a new method for globally consistent space‐time geometry and motion reconstruction from video capture. We use the gradual change prior to resolve inconsistencies and faithfully reconstruct the geometry and motion of the scanned objects. In contrast to most previous methods our algorithm doesn't require a strong shape prior such as a template and provides better results than other template‐free approaches. Tiberiu Popa, I. South-Dickinson, Derek Bradley, Alla Sheffer, Wolfgang Heidrich |
Comput. Graph. Forum | 4 |
| 2010 | Consensus Skeleton for Non-rigid Space-time RegistrationabstractAbstract We introduce the notion of consensus skeletons for non‐rigid space‐time registration of a deforming shape. Instead of basing the registration on point features, which are local and sensitive to noise, we adopt the curve skeleton of the shape as a global and descriptive feature for the task. Our method uses no template and only assumes that the skeletal structure of the captured shape remains largely consistent over time. Such an assumption is generally weaker than those relying on large overlap of point features between successive frames, allowing for more sparse acquisition across time. Building our registration framework on top of the low‐dimensional skeleton‐time structure avoids heavy processing of dense point or volumetric data, while skeleton consensusization provides robust handling of incompatibilities between per‐frame skeletons. To register point clouds from all frames, we deform them by their skeletons, mirroring the skeleton registration process, to jump‐start a non‐rigid ICP. We present results for non‐rigid space‐time registration under sparse and noisy spatio‐temporal sampling, including cases where data was captured from only a single view. Andrei Sharf, Andrea Tagliasacchi, Baoquan Chen, Hao (Richard) Zhang, Alla Sheffer, Daniel Cohen-Or |
Comput. Graph. Forum | 6 |
| 2010 | High resolution passive facial performance captureabstractWe introduce a purely passive facial capture approach that uses only an array of video cameras, but requires no template facial geometry, no special makeup or markers, and no active lighting. We obtain initial geometry using multi-view stereo, and then use a novel approach for automatically tracking texture detail across the frames. As a result, we obtain a high-resolution sequence of compatibly triangulated and parameterized meshes. The resulting sequence can be rendered with dynamically captured textures, while also consistently applying texture changes such as virtual makeup. Derek Bradley, Wolfgang Heidrich, Tiberiu Popa, Alla Sheffer |
ACM Trans. Graph. | 4 |
| 2010 | Animation wrinkling: augmenting coarse cloth simulations with realistic-looking wrinklesabstractMoving garments and other cloth objects exhibit dynamic, complex wrinkles. Generating such wrinkles in a virtual environment currently requires either a time-consuming manual design process, or a computationally expensive simulation, often combined with accurate parameter-tuning requiring specialized animator skills. Our work presents an alternative approach for wrinkle generation which combines coarse cloth animation with a post-processing step for efficient generation of realistic-looking fine dynamic wrinkles. Our method uses the stretch tensor of the coarse animation output as a guide for wrinkle placement. To ensure temporal coherence, the placement mechanism uses a space-time approach allowing not only for smooth wrinkle appearance and disappearance, but also for wrinkle motion, splitting, and merging over time. Our method generates believable wrinkle geometry using specialized curve-based implicit deformers. The method is fully automatic and has a single user control parameter that enables the user to mimic different fabrics. Damien Rohmer, Tiberiu Popa, Marie-Paule Cani, Stefanie Hahmann, Alla Sheffer |
ACM Trans. Graph. | 5 |
| 2009 | Wrinkling Captured Garments Using Space-Time Data-Driven DeformationabstractAbstract The presence of characteristic fine folds is important for modeling realistic looking virtual garments. While recent garment capture techniques are quite successful at capturing the low‐frequency garment shape and motion over time, they often fail to capture the numerous high‐frequency folds, reducing the realism of the reconstructed space‐time models. In our work we propose a method for reintroducing fine folds into the captured models using data‐driven dynamic wrinkling. We first estimate the shape and position of folds based on the original video footage used for capture and then wrinkle the surface based on those estimates using space‐time deformation. Both steps utilize the unique geometric characteristics of garments in general, and garment folds specifically, to facilitate the modeling of believable folds. We demonstrate the effectiveness of our wrinkling method on a variety of garments that have been captured using several recent techniques. Tiberiu Popa, Derek Bradley, Vladislav Kraevoy, Hongbo Fu 0001, Alla Sheffer, Wolfgang Heidrich |
Comput. Graph. Forum | 6 |
| 2009 | A Hybrid Conditional Random Field for Estimating the Underlying Ground Surface From Airborne LiDAR DataabstractRecent advances in airborne light detection and ranging (LiDAR) technology allow rapid and inexpensive generation of digital surface models (DSMs), 3-D point clouds of buildings, vegetations, cars, and natural terrain features over large regions. However, in many applications, such as flood modeling and landslide prediction, digital terrain models (DTMs), the topography of the bare-Earth surface, are needed. This paper introduces a novel machine learning approach to automatically extract DTMs from their corresponding DSMs. We first classify each point as being either ground or nonground, using supervised learning techniques applied to a variety of features. For the points which are classified as ground, we use the LiDAR measurements as an estimate of the surface height, but, for the nonground points, we have to interpolate between nearby values, which we do using a Gaussian random field. Since our model contains both discrete and continuous latent variables, and is a discriminative (rather than generative) probabilistic model, we call it ahybridconditionalrandomfield. We show that a MaximumaPosterioriestimate of the surface height can be efficiently estimated by using a variant of the Expectation Maximization algorithm. Experiments demonstrate that the accuracy of this learning-based approach outperforms the previous best systems, based on manually tuned heuristics. Wei-Lwun Lu, Kevin Murphy 0002, James J. Little, Alla Sheffer, Hongbo Fu 0001 |
IEEE Trans. Geosci. Remote. Sens. | 4 |
| 2009 | Abstraction of man-made shapesabstractMan-made objects are ubiquitous in the real world and in virtual environments. While such objects can be very detailed, capturing every small feature, they are often identified and characterized by a small set of defining curves. Compact, abstracted shape descriptions based on such curves are often visually more appealing than the original models, which can appear to be visually cluttered. We introduce a novel algorithm for abstracting three-dimensional geometric models using characteristic curves or contours as building blocks for the abstraction. Our method robustly handles models with poor connectivity, including the extreme cases of polygon soups, common in models of man-made objects taken from online repositories. In our algorithm, we use a two-step procedure that first approximates the input model using a manifold, closedenvelopesurface and then extracts from it a hierarchical abstraction curve network along with suitable normal information. The constructed curve networks form a compact, yet powerful, representation for the input shapes, retaining their key shape characteristics while discarding minor details and irregularities. Ravish Mehra, Qingnan Zhou, Jeremy Long, Alla Sheffer, Amy Ashurst Gooch, Niloy J. Mitra |
ACM Trans. Graph. | 4 |
| 2008 | Mesh parameterization: theory and practiceabstractMesh parameterization is a powerful geometry processing tool with numerous computer graphics applications, from texture mapping to animation transfer. This course outlines its mathematical foundations, describes recent methods for parameterizing meshes over various domains, discusses emerging tools like global parameterization and inter-surface mapping, and demonstrates a variety of parameterization applications. Kai Hormann, Konrad Polthier, Alla Sheffer |
SIGGRAPH ASIA Courses | 3 |
| 2008 | Deformation-Driven Shape CorrespondenceabstractAbstract Non‐rigid 3D shape correspondence is a fundamental and difficult problem. Most applications which require a correspondence rely on manually selected markers. Without user assistance, the performances of existing automatic correspondence methods depend strongly on a good initial shape alignment or shape prior, and they generally do not tolerate large shape variations. We present an automatic feature correspondence algorithm capable of handling large, non‐rigid shape variations, as well as partial matching. This is made possible by leveraging the power of state‐of‐the‐art mesh deformation techniques and relying on a combinatorial tree traversal for correspondence search. The search is deformation‐driven, prioritized by a self‐distortion energy measured on meshes deformed according to a given correspondence. We demonstrate the ability of our approach to naturally match shapes which differ in pose, local scale, part decomposition, and geometric detail through numerous examples. Hao (Richard) Zhang, Alla Sheffer, Daniel Cohen-Or, Oliver van Kaick, Andrea Tagliasacchi |
Comput. Graph. Forum | 2 |
| 2008 | Markerless garment captureabstractA lot of research has recently focused on the problem of capturing the geometry and motion of garments. Such work usually relies on special markers printed on the fabric to establish temporally coherent correspondences between points on the garment's surface at different times. Unfortunately, this approach is tedious and prevents the capture of off-the-shelf clothing made from interesting fabrics. In this paper, we describe a marker-free approach to capturing garment motion that avoids these downsides. We establish temporally coherent parameterizations between incomplete geometries that we extract at each timestep with a multiview stereo algorithm. We then fill holes in the geometry using a template. This approach, for the first time, allows us to capture the geometry and motion of unpatterned, off-the-shelf garments made from a range of different fabrics. Derek Bradley, Tiberiu Popa, Alla Sheffer, Wolfgang Heidrich, Tamy Boubekeur |
ACM Trans. Graph. | 3 |
| 2008 | Upright orientation of man-made objectsabstractHumans usually associate an upright orientation with objects, placing them in a way that they are most commonly seen in our surroundings. While it is an open challenge to recover the functionality of a shape from its geometry alone, this paper shows that it is often possible to infer its upright orientation by analyzing its geometry. Our key idea is to reduce the two-dimensional (spherical) orientation space to a small set of orientation candidates using functionality-related geometric properties of the object, and then determine the best orientation using an assessment function of several functional geometric attributes defined with respect to each candidate. Specifically we focus on obtaining the upright orientation for man-made objects that typically stand on some flat surface (ground, floor, table, etc.), which include the vast majority of objects in our everyday surroundings. For these types of models orientation candidates can be defined according to static equilibrium. For each candidate, we introduce a set of discriminative attributes linking shape to function. We learn an assessment function of these attributes from a training set using a combination of Random Forest classifier and Support Vector Machine classifier. Experiments demonstrate that our method generalizes well and achieves about 90% prediction accuracy for both a 10-fold cross-validation over the training set and a validation with an independent test set. Hongbo Fu 0001, Daniel Cohen-Or, Gideon Dror, Alla Sheffer |
ACM Trans. Graph. | 4 |
| 2008 | Curved foldingabstractFascinating and elegant shapes may be folded from a single planar sheet of material without stretching, tearing or cutting, if one incorporates curved folds into the design. We present an optimization-based computational framework for design and digital reconstruction of surfaces which can be produced by curved folding. Our work not only contributes to applications in architecture and industrial design, but it also provides a new way to study the complex and largely unexplored phenomena arising in curved folding. Martin Kilian, Simon Flöry, Zhonggui Chen, Niloy J. Mitra, Alla Sheffer, Helmut Pottmann |
ACM Trans. Graph. | 5 |
| 2008 | Non-homogeneous resizing of complex modelsabstractResizing of 3D models can be very useful when creating new models or placing models inside different scenes. However, uniform scaling is limited in its applicability while straightforward non-uniform scaling can destroy features and lead to serious visual artifacts. Our goal is to define a method that protects model features and structures during resizing. We observe that typically, during scaling some parts of the models are more vulnerable than others, undergoing undesirable deformation. We automatically detect vulnerable regions and carry this information to a protective grid defined around the object, defining a vulnerability map. The 3D model is then resized by a space-deformation technique which scales the grid non-homogeneously while respecting this map. Using space-deformation allows processing of common models of man-made objects that consist of multiple components and contain non-manifold structures. We show that our technique resizes models while suppressing undesirable distortion, creating models that preserve the structure and features of the original ones. Vladislav Kraevoy, Alla Sheffer, Ariel Shamir, Daniel Cohen-Or |
ACM Trans. Graph. | 2 |
| 2008 | Space-time surface reconstruction using incompressible flowabstractWe introduce a volumetric space-time technique for the reconstruction of moving and deforming objects from point data. The output of our method is a four-dimensional space-time solid, made up of spatial slices, each of which is a three-dimensional solid bounded by a watertight manifold. The motion of the object is described as an incompressible flow of material through time. We optimize the flow so that the distance material moves from one time frame to the next is bounded, the density of material remains constant, and the object remains compact. This formulation overcomes deficiencies in the acquired data, such as persistent occlusions, errors, and missing frames. We demonstrate the performance of our flow-based technique by reconstructing coherent sequences of watertight models from incomplete scanner data. Andrei Sharf, Dan A. Alcantara, Thomas Lewiner, Chen Greif, Alla Sheffer, Nina Amenta, Daniel Cohen-Or |
ACM Trans. Graph. | 5 |
| 2007 | Model Composition from Interchangeable ComponentsabstractFollowing the increasing demand to make the creation and manipulation of 3D geometry simpler and more accessible, we introduce a modeling approach that allows even novice users to create sophisticated models in minutes. Our approach is based on the observation that in many modeling settings users create models which belong to a small set of model classes, such as humans or quadrupeds. The models within each class typically share a common component structure. Following this observation, we introduce a modeling system which utilizes this common component structure allowing users to create new models by shuffling interchangeable components between existing models. To enable shuffling, we develop a method for computing a compatible segmentation of input models into meaningful, interchangeable components. Using this segmentation our system lets users create new models with a few mouse clicks, in a fraction of the time required by previous composition techniques. We demonstrate that the shuffling paradigm allows for easy and fast creation of a rich geometric content. Vladislav Kraevoy, Dan Julius, Alla Sheffer |
PG | 3 |
| 2007 | Developable surfaces from arbitrary sketched boundaries
Kenneth Rose, Alla Sheffer, Jamie Wither, Marie-Paule Cani, Boris Thibert |
Symposium on Geometry Processing | 2 |
| 2006 | Material-Aware Mesh DeformationsabstractMost real world objects consist of non-uniform materials; as a result, during deformation the bending and shearing are distributed non-uniformly and depend on the local stiffness of the material. In the virtual environment there are three prevalent approaches to model deformation: purely geometric, physically driven, and skeleton based. This paper proposes a new approach to model deformation that incorporates non-uniform materials into the geometric deformation framework. Our approach provides a simple and intuitive method to control the distribution of the bending and shearing throughout the model according to the local material stiffness. Thus, we are able to generate realistic looking, material-aware deformations at interactive rates. Our method works on all types of models, including models with continuous stiffness gradation and non-articulated models such as cloth. The material stiffness across the surface can be specified by the user with an intuitive paint-like interface or it can be learned from a sequence of sample deformations. Tiberiu Popa, Dan Julius, Alla Sheffer |
SMI | 3 |
| 2006 | Invited Talk: Shape Modeling for DummiesabstractThe creation of novel 3D content is one of the major bottlenecks of modern computer graphics. Commercial modeling systems are targeted toward expert users and require significant time, expertise and artistic talent to generate 3D shapes. Hence, much of the emphasis in recent research is on simplifying model creation. One approach is to provide simpler interfaces, such as sketching tools. Another recent trend focuses on reuse of existing models by providing robust editing tools. Most of those tools still require the user to have modeling expertise and nonnegligible artistic ability. In this talk I will review some recent trends in providing simple modeling interfaces. I will then demonstrate that by narrowing the scope of the problem, and focusing on modeling within a specific set of models, it is possible to develop a true "modeling for dummies" interface which does not require any modeling expertise or talent. Despite its simplicity the interface allows for creation of rich geometric content within a matter of minutes. The proposed modeling system, Shuffler, operates on sets of models that have a similar part-based structure. Example sets include quadrupeds, humans, chairs, and airplanes. Alla Sheffer |
SMI | 1 |
| 2006 | Virtual Garments: A Fully Geometric Approach for Clothing DesignabstractAbstract Modeling dressed characters is known as a very tedious process. It usually requires specifying 2D fabric patterns, positioning and assembling the min 3D, and then performing a physically‐based simulation. The latter accounts for gravity and collisions to compute the rest shape of the garment, with the adequate folds and wrinkles. This paper presents a more intuitive way to design virtual clothing. We start with a 2D sketching system in which the user draws the contours and seam‐lines of the garment directly on a virtual mannequin. Our system then converts the sketch into an initial 3D surface using an existing method based on a precomputed distance field around the mannequin. The system then splits the created surface into different panels delimited by the seam‐lines. The generated panels are typically not developable. However, the panels of a realistic garment must be developable, since each panel must unfold into a 2D sewing pattern. Therefore our system automatically approximates each panel with a developable surface, while keeping them assembled along the seams. This process allows us to output the corresponding sewing patterns. The last step of our method computes a natural rest shape for the 3D garment, including the folds due to the collisions with the body and gravity. The folds are generated using procedural modeling of the buckling phenomena observed in real fabric. The result of our algorithm consists of a realistic looking 3D mannequin dressed in the designed garment and the 2D patterns which can be used for distortion free texture mapping. The patterns we create also allow us to sew real replicas of the virtual garments. Keywords:Geometric modeling of garments, developable surfaces, procedural models, buckling. Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computing Methodologies/Computer Graphics]: Surface representations, I.3.7 [Computing Methodologies/Computer Graphics]: Three‐dimensional graphics and realism Philippe Decaudin, Dan Julius, Jamie Wither, Laurence Boissieux, Alla Sheffer, Marie-Paule Cani |
Comput. Graph. Forum | 5 |
| 2006 | Periodic global parameterizationabstractWe present a new globally smooth parameterization method for the triangulated surfaces of arbitrary topology. Given two orthogonal piecewise linear vector fields defined over the input mesh (typically the estimated principal curvature directions), our method computes two piecewise linear periodic functions, aligned with the input vector fields, by minimizing an objective function. The bivariate function they define is a smooth parameterization almost everywhere on the surface, except in the vicinity of singular vertices, edges, and triangles, where the derivatives of the parameterization vanish. We extract a quadrilateral chart layout from the parameterization function and propose an automatic procedure to detect the singularities, and fix them by splitting and reparameterizing the containing charts. Our method can construct both quasiconformal (angle preserving) and quasi-isometric (angle and area preserving) parameterizations. The more restrictive class of quasi-isometric parameterizations is constructed at the expense of introducing more singularities. The constructed parameterizations can be used for a variety of geometry processing applications. Since we can align the parameterization with the principal curvature directions, our result is particularly suitable for surface fitting and remeshing. Nicolas Ray, Wan-Chiu Li, Bruno Lévy 0001, Alla Sheffer, Pierre Alliez |
ACM Trans. Graph. | 4 |
| 2005 | Template-Based Mesh Completion
Vladislav Kraevoy, Alla Sheffer |
Symposium on Geometry Processing | 2 |
| 2005 | Practical Spherical Embedding of Manifold Triangle MeshesabstractGotsman et al. (SIGGRAPH 2003) presented the first method to generate a provably bijective parameterization of a closed genus-0 manifold mesh to the unit sphere. This involves the solution of a large system of non-linear equations. However, they did not show how to solve these equations efficiently, so, while theoretically sound, the method has remained impractical till now. We show why simple iterative methods to solve the equations are bound to fail, and provide an efficient numerical scheme that succeeds. Our method uses a number of optimization methods combined with an algebraic multigrid technique. With these, we are able to spherically parameterize meshes containing up to a hundred thousand vertices in a matter of minutes. Shadi Saba, Irad Yavneh, Craig Gotsman, Alla Sheffer |
SMI | 4 |
| 2005 | D-Charts: Quasi-DevelopableMesh SegmentationabstractQuasi-developable mesh segmentation is required for many applications in graphics and CAD, including texture atlas generation and the design of patterns for model fabrication from sheets of material. In this work we introduce D-Charts, a simple and robust algorithm for mesh segmentation into (nearly) developable charts. As part of our method we introduce a new metric of developability for mesh surfaces. Thanks to this metric, using our segmentation for texture atlas generation, we can bound the distortion of the atlas directly during the segmentation stage. We demonstrate that by using this bound, we generate more isometric atlases for the same number of charts compared to existing state-of-the-art techniques. Using our segmentation algorithm we also develop a technique for automatic pattern design. To demonstrate the practicality of this technique, we use the patterns produced by our algorithm to make fabric and paper copies of popular computer graphics models. Dan Julius, Vladislav Kraevoy, Alla Sheffer |
Comput. Graph. Forum | 3 |
| 2005 | ABF++: fast and robust angle based flatteningabstractConformal parameterization of mesh models has numerous applications in geometry processing. Conformality is desirable for remeshing, surface reconstruction, and many other mesh processing applications. Subject to the conformality requirement, these applications typically benefit from parameterizations with smaller stretch. The Angle Based Flattening (ABF) method, presented a few years ago, generates provably valid conformal parameterizations with low stretch. However, it is quite time-consuming and becomes error prone for large meshes due to numerical error accumulation. This work presents ABF++, a highly efficient extension of the ABF method, that overcomes these drawbacks while maintaining all the advantages of ABF. ABF++ robustly parameterizes meshes of hundreds of thousands and millions of triangles within minutes. It is based on three main components: (1) a new numerical solution technique that dramatically reduces the dimension of the linear systems solved at each iteration, speeding up the solution; (2) a new robust scheme for reconstructing the 2D coordinates from the angle space solution that avoids the numerical instabilities which hindered the ABF reconstruction scheme; and (3) an efficient hierarchical solution technique. The speedup with (1) does not come at the expense of greater distortion. The hierarchical technique (3) enables parameterization of models with millions of faces in seconds at the expense of a minor increase in parametric distortion. The parameterization computed by ABF++ are provably valid, that is they contain no flipped triangles. As a result of these extensions, the ABF++ method is extremely suitable for robustly and efficiently parameterizing models for geometry-processing applications. Alla Sheffer, Bruno Lévy 0001, Maxim Mogilnitsky, Alexander Bogomyakov |
ACM Trans. Graph. | 1 |
| 2004 | Cross-parameterization and compatible remeshing of 3D modelsabstractMany geometry processing applications, such as morphing, shape blending, transfer of texture or material properties, and fitting template meshes to scan data, require a bijective mapping between two or more models. This mapping, or cross-parameterization , typically needs to preserve the shape and features of the parameterized models, mapping legs to legs, ears to ears, and so on. Most of the applications also require the models to be represented by compatible meshes, i.e. meshes with identical connectivity, based on the cross-parameterization. In this paper we introduce novel methods for shape preserving cross-parameterization and compatible remeshing. Our cross-parameterization method computes a low-distortion bijective mapping between models that satisfies user prescribed constraints. Using this mapping, the remeshing algorithm preserves the user-defined feature vertex correspondence and the shape correlation between the models. The remeshing algorithm generates output meshes with significantly fewer elements compared to previous techniques, while accurately approximating the input geometry. As demonstrated by the examples, the compatible meshes we construct are ideally suitable for morphing and other geometry processing applications. Vladislav Kraevoy, Alla Sheffer |
ACM Trans. Graph. | 2 |
| 2003 | Skinning 3D meshes
Alla Sheffer |
Graph. Model. | 1 |
| 2003 | Fundamentals of spherical parameterization for 3D meshesabstractParameterization of 3D mesh data is important for many graphics applications, in particular for texture mapping, remeshing and morphing. Closed manifold genus-0 meshes are topologically equivalent to a sphere, hence this is the natural parameter domain for them. Parameterizing a triangle mesh onto the sphere means assigning a 3D position on the unit sphere to each of the mesh vertices, such that the spherical triangles induced by the mesh connectivity are not too distorted and do not overlap. Satisfying the non-overlapping requirement is the most difficult and critical component of this process. We describe a generalization of the method of barycentric coordinates for planar parameterization which solves the spherical parameterization problem, prove its correctness by establishing a connection to spectral graph theory and show how to compute these parameterizations. Craig Gotsman, Xianfeng Gu, Alla Sheffer |
ACM Trans. Graph. | 3 |
| 2003 | Matchmaker: constructing constrained texture mapsabstractTexture mapping enhances the visual realism of 3D models by adding fine details. To achieve the best results, it is often necessary to force a correspondence between some of the details of the texture and the features of the model.The most common method for mapping texture onto 3D meshes is to use a planar parameterization of the mesh. This, however, does not reflect any special correspondence between the mesh geometry and the texture. The Matchmaker algorithm presented here forces user-defined feature correspondence for planar parameterization of meshes. This is achieved by adding positional constraints to the planar parameterization. Matchmaker allows users to introduce scores of constraints while maintaining a valid one-to-one mapping between the embedding and the 3D surface. Matchmaker 's constraint mechanism can be used for other applications requiring parameterization besides texture mapping, such as morphing and remeshing. Matchmaker begins with an unconstrained planar embedding of the 3D mesh generated by conventional methods. It moves the constrained vertices to the required positions by matching a triangulation of these positions to a triangulation of the planar mesh formed by paths between constrained vertices. The matching triangulations are used to generate a new parameterization that satisfies the constraints while minimizing the deviation from the original 3D geometry. Vladislav Kraevoy, Alla Sheffer, Craig Gotsman |
ACM Trans. Graph. | 2 |
| 2002 | Spanning Tree Seams for Reducing Parameterization Distortion of Triangulated SurfacesabstractProviding a two-dimensional parameterization of three-dimensional tessellated surfaces is beneficial to many applications in computer graphics, finite-element surface meshing, surface reconstruction and other areas. The applicability of the parameterization depends on how well it preserves the surface metric structures (angles, distances, areas). For a general surface there is no mapping which fully preserves these structures. The distortion usually increases with the rise in surface complexity. For highly complicated surfaces the distortion can become so strong as to make the parameterization unusable for application purposes. One possible solution is to subdivide the surface or introduce seams in a way which will reduce the distortion. This article presents a new method for introduction of seams in three-dimensional tessellated surfaces. The addition of seams reduces the surface complexity and hence reduces the metric distortion produced by the parameterization. Seams often introduce additional constraints on the application for which the parameterization is used, hence their length should be minimal. The new method presented minimizes the seam length while reducing the parameterization distortion. Alla Sheffer |
Shape Modeling International | 1 |
| 2002 | Spanning Tree Seams for Reducing Parameterization Distortion of Triangulated Surfaces (figures 4, 5, and 6)
Alla Sheffer |
Shape Modeling International | 1 |
| 2002 | Seamster: Inconspicuous Low-Distortion Texture Seam LayoutabstractSurface texturing aids the visualization of polygonal meshes by providing additional surface orientation cues and feature annotations. Such texturing is usually implemented via texture mapping, which is easier and more effective when the distortion of the mapping from the surface to the texture map is kept small. We have previously shown that distortion occurs when areas of high surface curvature are flattened into the texture map. By cutting the surface in these areas one can reduce texture map distortion at the expense of additional seam artifacts. This paper describes a faster technique for guiding a texture map seam through high distortion regions, while restricting the seam to regions of low visibility. This results in distortion reducing seams that are less visually distracting and take less time to compute. We have also observed that visibility considerations improve the speed of a recent method that adds cuts to reduce a surface genus. Alla Sheffer, John C. Hart |
IEEE Visualization | 1 |
| 2002 | Smoothing an overlay grid to minimize linear distortion in texture mappingabstractTexture is an essential component of computer generated models. For a texture mapping procedure to be effective it has to generate continuous textures and cause only small mapping distortion. The Angle Based Flattening (ABF) parameterization method is guaranteed to provide a continuous (no foldovers) mapping. It also minimizes the angular distortion of the parameterization, including locating the optimal planar domain boundary. However, since it concentrates on minimizing the angular distortion of the mapping, it can introduce relatively large linear distortion.In this paper we introduce a new procedure for reducing length distortion of an existing parameterization and apply it to ABF results. The linear distortion reduction is added as a second step in a texture mapping computation. The new method is based on computing a mapping from the plane to itself which has length distortion very similar to that of the ABF parameterization. By applying the inverse mapping to the result of the initial parameterization, we obtain a new parameterization with low length distortion. We notice that the procedure for computing the inverse mapping can be applied to any other (convenient) mapping from the three-dimensional surface to the plane in order to improve it.The mapping in the plane is computed by applying weighted Laplacian smoothing to a Cartesian grid covering the planar domain of the initial mapping. Both the mapping and its inverse are provably continuous. Since angle preserving (conformal) mappings, such as ABF, locally preserve distances as well, the planar mapping has small local deformation. As a result, the inverse mapping does not significantly increase the angular distortion.The combined texture mapping procedure provides a mapping with low distance and angular distortion, which is guaranteed to be continuous. Alla Sheffer, Eric de Sturler |
ACM Trans. Graph. | 1 |
| 2001 | Model simplification for meshing using face clustering
Alla Sheffer |
Comput. Aided Des. | 1 |
| 1998 | Mesh simplification with smooth surface reconstructionabstractIn this work, a new method for mesh simplification and surface reconstruction specifically designed for the needs of CAD/CAM engineering design and analysis is introduced. The method simplifies the original free-form face model by first constructing restricted curvature deviation regions, generating a boundary conforming finite element quadrilateral mesh of the regions, and then fitting a smooth surface over the quadrilateral mesh using the plate energy method. It is more general in scope than existing methods because it handles models with free-form faces and non-manifold geometry, not just triangular or polygonal faces. It produces a high-quality quadrilateral mesh which is suited for both finite element analysis and CAD/CAM. The smooth surface obtained by energy functional stabilization over limited curvature regions preserves the number of quadrilateral elements, and is best suited for surface modeling. The method is illustrated by building of several free-form surfaces from an arbitrary topology mesh. Oleg Volpin, Alla Sheffer, Michel Bercovier, Leo Joskowicz |
Comput. Aided Des. | 2 |
| 1996 | Volume-Preserving Free-Form SolidsabstractSome important trends in geometric modeling are the reliance on solid models rather than surface-based models and the enhancement of the expressive power of models, by using free-form objects in addition to the usual geometric primitives and by incorporating physical principles. An additional trend is the emphasis on interactive performance. In this paper, we integrate all of these requirements into a single geometric primitive by endowing the tri-variate tensor-product free-form solid with several important physical properties, including volume and internal deformation energy. Volume preservation is of benefit in several application areas of geometric modeling, including computer animation, industrial design and mechanical engineering. However, previous physics-based methods, which have usually used some form of "energy", have neglected the issue of volume (or area) preservation. We present a novel method for modeling an object composed of several tensor-product solids while preserving the desired volume of each primitive and ensuring high-order continuity constraints between the primitives. The method utilizes the Uzawa algorithm for non-linear optimization, with objective functions based on deformation energy or least squares. We show how the algorithm can be used in an interactive environment by relaxing exactness requirements while the user interactively manipulates free-form solid primitives. On current workstations, the algorithm runs in real-time for tri-quadratic volumes and close to real-time for tri-cubic volumes. Ari Rappoport, Alla Sheffer, Michel Bercovier |
IEEE Trans. Vis. Comput. Graph. | 2 |