VLDB 2026 Research / reviewers in the wild / expert
Cem Yuksel
dblp:74/4556
· DBLP profile ↗
58ranked-venue papers
14as first author
25since 2021 · last 2026
0000-0002-0122-4159ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 57 · 14 first-author · 25 since 2021Human-computer interaction and ubiquitous computing · 9 · 1 first-author · 3 since 2021Systems, architecture and hardware · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | High-Fidelity 4D Cloth Capture Pipeline with a Two-Level PatternabstractCapturing cloth motion with high fidelity is challenging due to fine-scale wrinkles, large deformation, and frequent self-occlusion. We present a 4D (spatio-temporal) cloth capture system that achieves 1 mm spatial resolution using only 16 RGB cameras. Our approach uses a two-level marker pattern: sparse, colored L-shaped markers provide robust detection and orientation, while dense noise patterns within each marker enable both marker identification and precise keypoint localization. By unwarping detected markers to a canonical frame, we factor out perspective distortion and most of cloth deformation, allowing the localizer to achieve sub-pixel accuracy. The localized keypoints are triangulated across views to form an incomplete point cloud. A physics-based optimization then deforms a template mesh to match the captured geometry while maintaining penetration-free constraints and physical plausibility for occluded regions. Our method produces temporally coherent sequences that faithfully capture fine wrinkles and folds even during complex motions with self-contact. He Chen 0006, Yin Yang 0002, Cem Yuksel, Jenny Lin |
ACM Trans. Graph. | 5 |
| 2025 | Implicit Position-Based FluidsabstractThe efficient simulation of incompressible fluids remains a difficult and open problem. Prior works often make various tradeoffs between incompressibility, stability, and cost. Yet, it is rare to obtain all three. In this paper, we introduce a novel incompressible Smoothed Particle Hydrodynamics (SPH) scheme which uses a second-order implicit descent scheme to optimize a variational energy specially formulated to approach incompressibility. We demonstrate that our method is superior in both incompressibility and stability with a minimal cost to computational budget. Furthermore, we demonstrate that our method is unconditionally stable even under extreme time steps, making it suitable for interactive applications. Elie Diaz, Jerry Hsu, Eisen Montalvo-Ruiz, Chris Giles, Cem Yuksel |
SIGGRAPH Asia | 5 |
| 2025 | Sample Space Partitioning and Spatiotemporal Resampling for Specular Manifold SamplingabstractCaustics rendering remains a long-standing challenge in Monte Carlo rendering because high-energy specular paths occupy only a small region of path space, making them difficult to sample effectively. Recent work such as Specular Manifold Sampling (SMS) [Zeltner et al. 2020] can stochastically sample these specular paths and estimate their unbiased weights using Bernoulli trials. However, applying SMS in interactive rendering is non-trivial because it is slow and delivers noisy images given a very limited time budget. Pengpei Hong, Meng Duan, Beibei Wang 0002, Cem Yuksel, Tizian Zeltner, Daqi Lin |
SIGGRAPH Asia | 4 |
| 2025 | Neighbor-Aware Data-Driven Relaxation of Stitch Mesh Models for KnitsabstractLightweight, mesh-level models of knit fabric behavior are useful for both interactive pattern editing and initialization of yarn-level simulations. However, existing mesh-level simulation methods abstract knitting as a homogeneous material, which prevents them from capturing more complicated mixed structures. Furthermore, these methods require different simulation parameters depending on the knit pattern, or arrangement of stitches within the knit. Thus, fitting these parameters to physical examples must be done for each new pattern, even when the same types of stitches are used. To address this, we observe that physical behavior of a stitch is determined not only by its individual structure but also by the stitch types that surround it. In our work, we extend the stitch mesh model to allow for neighbor-aware material properties at the stitch level. Using structural analysis of stitch connections, we derive a finite set of four-way kernels that combine to create general knit-purl patterns for relaxation. From this, we generate a set of reference patterns that can be measured to infer the rest-lengths of the kernels using a linear model. After knitting and measuring these reference patterns, we used the derived kernel rest lengths to run relaxation on our stitch mesh models with mixtures of knits and purls that we then validated against physical examples. Our results show that the 4 neighbors of each stitch is sufficient to account for much of the neighborhood-dependent deformation, while remaining simple enough to directly fit to measured data with a set of 11 basis swatches. This allows our relaxation method to efficiently estimate the rest shape of mixed knit-purl patterns, which enables fast fabric preview and more accurate yarn-level simulation. Yura Hwang, Jenny Lin, Jerry Hsu, Benjamin Mastripolito, James McCann, Cem Yuksel |
SIGGRAPH Asia | 6 |
| 2025 | Arches: A Cycle-Level Hardware Simulation Framework for Exploring Massively Parallel Ray Tracing ArchitecturesabstractAbstract We introduce Arches, a hardware simulation framework designed to explore and evaluate massively parallel ray‐tracing architectures. Operating at the cycle level, Arches captures detailed performance metrics, including computational throughput, on‐chip data movement across processors, caches, and off‐chip communication via an accurate memory system model. The framework is modular, allowing flexible configuration and interconnection of processor cores, caches, and custom hardware units, enabling easy exploration of diverse hardware architectures. Arches supports high‐performance parallel execution, simulating complex ray tracing workloads to image completion. It leverages the GNU toolchain, allowing users to write C++ software targeting both the simulated architecture and native execution for debugging, including support for custom instructions to control specialized hardware components. The framework provides comprehensive performance instrumentation, offering insights into time‐varying statistics across all modules and identifying performance bottlenecks. Our evaluations demonstrate that Arches delivers performance estimates closely matching real hardware, offering faster and more accurate simulations than existing open‐source hardware simulators. Its modularity also makes it a valuable tool for exploring alternative parallel computing strategies for high‐performance ray tracing, and its extensibility enables adaptation for other workloads or general‐purpose computation. Jacob Haydel, Gaurav Bhokare, Kunnong Zeng, Pengpei Hong, Sushant Kondguli, Brian Budge, Erik Brunvand, Cem Yuksel |
Comput. Graph. Forum | 8 |
| 2025 | Many-Light Rendering Using ReSTIR-Sampled Shadow MapsabstractAbstract We present a practical method targeting dynamic shadow maps for many light sources in real‐time rendering. We compute full‐resolution shadow maps for a subset of lights, which we select with spatiotemporal reservoir resampling (ReSTIR). Our selection strategy automatically regenerates shadow maps for lights with the strongest contributions to pixels in the current camera view. The remaining lights are handled using imperfect shadow maps, which provide low‐resolution shadow approximation. We significantly reduce the computation and storage compared to using all full‐resolution shadow maps and substantially improve shadow quality compared to handling all lights with imperfect shadow maps. Song Zhang 0007, Daqi Lin, Chris Wyman, Cem Yuksel |
Comput. Graph. Forum | 4 |
| 2025 | Offset Geometric ContactabstractWe present a novel contact model, termed Offset Geometric Contact (OGC), for guaranteed penetration-free simulation of codimensional objects with minimal computational overhead. Our method is based on constructing a volumetric shape by offsetting each face along its normal direction, ensuring orthogonal contact forces, thus allows large contact radius without artifacts. We compute vertex-specific displacement bounds to guarantee penetration-free simulation, which improves convergence and avoids the need for expensive continuous collision detection. Our method relies solely on massively parallel local operations, avoiding global synchronization and enabling efficient GPU implementation. Experiments demonstrate real-time, large-scale simulations with performance more than two orders of magnitude faster than prior methods while maintaining consistent computational budgets. He Chen 0006, Jerry Hsu, Miles Macklin, Yin Yang 0002, Cem Yuksel |
ACM Trans. Graph. | 6 |
| 2025 | Augmented Vertex Block DescentabstractVertex Block Descent is a fast physics-based simulation method that is unconditionally stable, highly parallelizable, and capable of converging to the implicit Euler solution. We extend it using an augmented Lagrangian formulation to address some of its fundamental limitations. First, we introduce a mechanism to handle hard constraints with infinite stiffness without introducing numerical instabilities. Second, we substantially improve the convergence in the presence of high stiffness ratios. These changes we introduce allow simulating complex contact scenarios involving rigid bodies with stacking and friction, articulated bodies connected with hard constraints, including joints with limited degrees of freedom, and stiff systems interacting with soft bodies. We present evaluations using a parallel GPU implementation that can deliver real-time performance and stable simulations with low iteration counts for millions of objects interacting via collisions, various joint/attachment constraints, and springs of various stiffness. Our results show superior performance, convergence, and stability compared to the state-of-the-art alternatives. Chris Giles, Elie Diaz, Cem Yuksel |
ACM Trans. Graph. | 3 |
| 2025 | Simplifying Textured Triangle Meshes in the WildabstractThis paper introduces a method for simplifying textured surface triangle meshes in the wild while maintaining high visual quality. While previous methods achieve excellent results on manifold meshes by using the quadric error metric, they struggle to produce high-quality outputs for meshes in the wild, which typically contain non-manifold elements and multiple connected components. In this work, we propose a method for simplifying these "wild" textured triangle meshes. We formulate mesh simplification as a problem of decimating simplicial 2-complexes to handle multiple non-manifold mesh components collectively. Building on the success of quadric error simplification, we iteratively collapse 1-simplices (vertex pairs). Our approach employs a modified quadric error that converges to the original quadric error metric for watertight manifold meshes, while significantly improving the results on wild meshes. For textures, instead of following existing strategies to preserve UVs, we adopt a novel perspective which focuses on computing mesh correspondences throughout the decimation, independent of the UV layout. This combination yields a textured mesh simplification system that is capable of handling arbitrary triangle meshes, achieving to high-quality results on wild inputs without sacrificing the excellent performance on clean inputs. Our method guarantees to avoid common problems in textured mesh simplification, including the prevalent problem of texture bleeding. We extensively evaluate our method on multiple datasets, showing improvements over prior techniques through qualitative, quantitative, and user study evaluations. Hsueh-Ti Derek Liu, Cem Yuksel |
ACM Trans. Graph. | 3 |
| 2024 | Vertex Block DescentabstractWe introduce vertex block descent, a block coordinate descent solution for the variational form of implicit Euler through vertex-level Gauss-Seidel iterations. It operates with local vertex position updates that achieve reductions in global variational energy with maximized parallelism. This forms a physics solver that can achieve numerical convergence with unconditional stability and exceptional computation performance. It can also fit in a given computation budget by simply limiting the iteration count while maintaining its stability and superior convergence rate. We present and evaluate our method in the context of elastic body dynamics, providing details of all essential components and showing that it outperforms alternative techniques. In addition, we discuss and show examples of how our method can be used for other simulation systems, including particle-based simulations and rigid bodies. He Chen 0006, Yin Yang 0002, Cem Yuksel |
ACM Trans. Graph. | 4 |
| 2024 | Real-time Physically Guided Hair InterpolationabstractStrand-based hair simulations have recently become increasingly popular for a range of real-time applications. However, accurately simulating the full number of hair strands remains challenging. A commonly employed technique involves simulating a subset of guide hairs to capture the overall behavior of the hairstyle. Details are then enriched by interpolation using linear skinning. Hair interpolation enables fast real-time simulations but frequently leads to various artifacts during runtime. As the skinning weights are often pre-computed, substantial variations between the initial and deformed shapes of the hair can cause severe deviations in fine hair geometry. Straight hairs may become kinked, and curly hairs may become zigzags. This work introduces a novel physical-driven hair interpolation scheme that utilizes existing simulated guide hair data. Instead of directly operating on positions, we interpolate the internal forces from the guide hairs before efficiently reconstructing the rendered hairs based on their material model. We formulate our problem as a constraint satisfaction problem for which we present an efficient solution. Further practical considerations are addressed using regularization terms that regulate penetration avoidance and drift correction. We have tested various hairstyles to illustrate that our approach can generate visually plausible rendered hairs with only a few guide hairs and minimal computational overhead, amounting to only about 20% of conventional linear hair interpolation. This efficiency underscores the practical viability of our method for real-time applications. Jerry Hsu, Zherong Pan, Xifeng Gao, Cem Yuksel, Kui Wu 0003 |
ACM Trans. Graph. | 5 |
| 2024 | Volumetric Homogenization for Knitwear SimulationabstractThis paper presents volumetric homogenization, a spatially varying homogenization scheme for knitwear simulation. We are motivated by the observation that macro-scale fabric dynamics is strongly correlated with its underlying knitting patterns. Therefore, homogenization towards a single material is less effective when the knitting is complex and non-repetitive. Our method tackles this challenge by homogenizing the yarn-level material locally at volumetric elements. Assigning a virtual volume of a knitting structure enables us to model bending and twisting effects via a simple volume-preserving penalty and thus effectively alleviates the material nonlinearity. We employ an adjoint Gauss-Newton formulation[Zehnder et al. 2021] to battle the dimensionality challenge of such per-element material optimization. This intuitive material model makes the forward simulation GPU-friendly. To this end, our pipeline also equips a novel domain-decomposed subspace solver crafted for GPU projective dynamics, which makes our simulator hundreds of times faster than the yarn-level simulator. Experiments validate the capability and effectiveness of volumetric homogenization. Our method produces realistic animations of knitwear matching the quality of full-scale yarn-level simulations. It is also orders of magnitude faster than existing homogenization techniques in both the training and simulation stages. Chun Yuan 0001, Haoyang Shi, Lei Lan, Yuxing Qiu, Cem Yuksel, Huamin Wang 0001, Chenfanfu Jiang, Kui Wu 0003, Yin Yang 0002 |
ACM Trans. Graph. | 5 |
| 2024 | Area ReSTIR: Resampling for Real-Time Defocus and AntialiasingabstractRecent advancements in spatiotemporal reservoir resampling (ReSTIR) leverage sample reuse from neighbors to efficiently evaluate the path integral. Like rasterization, ReSTIR methods implicitly assume a pinhole camera and evaluate the light arriving at a pixel through a single predetermined subpixel location at a time (e.g., the pixel center). This prevents efficient path reuse in and near pixels with high-frequency details. We introduce Area ReSTIR , extending ReSTIR reservoirs to also integrate each pixel's 4D ray space, including 2D areas on the film and lens. We design novel subpixel-tracking temporal reuse and shift mappings that maximize resampling quality in such regions. This robustifies ReSTIR against high-frequency content, letting us importance sample subpixel and lens coordinates and efficiently render antialiasing and depth of field. Song Zhang 0007, Daqi Lin, Markus Kettunen 0001, Cem Yuksel, Chris Wyman |
ACM Trans. Graph. | 4 |
| 2023 | Shortest Path to Boundary for Self-Intersecting MeshesabstractWe introduce a method for efficiently computing the exact shortest path to the boundary of a mesh from a given internal point in the presence of self-intersections. We provide a formal definition of shortest boundary paths for self-intersecting objects and present a robust algorithm for computing the actual shortest boundary path. The resulting method offers an effective solution for collision and self-collision handling while simulating deformable volumetric objects, using fast simulation techniques that provide no guarantees on collision resolution. Our evaluation includes complex self-collision scenarios with a large number of active contacts, showing that our method can successfully handle them by introducing a relatively minor computational overhead. He Chen 0006, Elie Diaz, Cem Yuksel |
ACM Trans. Graph. | 3 |
| 2023 | Locally-Adaptive Level-of-Detail for Hardware-Accelerated Ray TracingabstractWe introduce an adaptive level-of-detail technique for ray tracing triangle meshes that aims to reduce the memory bandwidth used during ray traversal, which can be the bottleneck for rendering time with large scenes and the primary consumer of energy. We propose a specific data structure for hierarchically representing triangle meshes, allowing localized decisions for the desired mesh resolution per ray. Starting with the lowest-resolution triangle mesh level, higher-resolution levels are generated by tessellating each triangle into four via splitting its edges with arbitrarily-placed vertices. We fit the resulting mesh hierarchy into a specialized acceleration structure to perform on-the-fly tessellation level selection during ray traversal. Our structure reduces both storage cost and data movement during rendering, which are the main consumers of energy. It also allows continuous transitions between detail levels, while locally adjusting the mesh resolution per ray and preserving watertightness. We present how this structure can be used with both primary and secondary rays for reflections and shadows, which can intersect with different tessellation levels, providing consistent results. We also propose specific hardware units to cover the cost of additional compute needed for level-of-detail operations. We evaluate our method using a cycle-accurate simulation of a custom ray tracing hardware architecture. Our results show that, as compared to traditional bounding volume hierarchies, our method can provide more than an order of magnitude reduction in energy use and render time, given sufficient computational resources. Jacob Haydel, Cem Yuksel, Larry Seiler |
ACM Trans. Graph. | 2 |
| 2023 | Sag-Free Initialization for Strand-Based Hybrid Hair SimulationabstractLagrangian/Eulerian hybrid strand-based hair simulation techniques have quickly become a popular approach in VFX and real-time graphics applications. With Lagrangian hair dynamics, the inter-hair contacts are resolved in the Eulerian grid using the continuum method, i.e., the MPM scheme with the granular Drucker-Prager rheology, to avoid expensive collision detection and handling. This fuzzy collision handling makes the authoring process significantly easier. However, although current hair grooming tools provide a wide range of strand-based modeling tools for this simulation approach, the crucial sag-free initialization functionality remains often ignored. Thus, when the simulation starts, gravity would cause any artistic hairstyle to sag and deform into unintended and undesirable shapes. This paper proposes a novel four-stage sag-free initialization framework to solve stable quasistatic configurations for hybrid strand-based hair dynamic systems. These four stages are split into two global-local pairs. The first one ensures static equilibrium at every Eulerian grid node with additional inequality constraints to prevent stress from exiting the yielding surface. We then derive several associated closed-form solutions in the local stage to compute segment rest lengths, orientations, and particle deformation gradients in parallel. The second global-local step solves along each hair strand to ensure all the bend and twist constraints produce zero net torque on every hair segment, followed by a local step to adjust the rest Darboux vectors to a unit quaternion. We also introduce an essential modification for the Darboux vector to eliminate the ambiguity of the Cosserat rod rest pose in both initialization and simulation. We evaluate our method on a wide range of hairstyles, and our approach can only take a few seconds to minutes to get the rest quasistatic configurations for hundreds of hair strands. Our results show that our method successfully prevents sagging and has minimal impact on the hair motion during simulation. Jerry Hsu, Zherong Pan, Xifeng Gao, Cem Yuksel, Kui Wu 0003 |
ACM Trans. Graph. | 5 |
| 2022 | A general two-stage initialization for sag-free deformable simulationsabstractInitializing simulations of deformable objects involves setting the rest state of all internal forces at the rest shape of the object. However, often times the rest shape is not explicitly provided. In its absence, it is common to initialize by treating the given initial shape as the rest shape. This leads to sagging, the undesirable deformation under gravity as soon as the simulation begins. Prior solutions to sagging are limited to specific simulation systems and material models, most of them cannot handle frictional contact, and they require solving expensive global nonlinear optimization problems. We introduce a novel solution to the sagging problem that can be applied to a variety of simulation systems and materials. The key feature of our approach is that we avoid solving a global nonlinear optimization problem by performing the initialization in two stages. First, we use a global linear optimization for static equilibrium. Any nonlinearity of the material definition is handled in the local stage, which solves many small local problems efficiently and in parallel. Notably, our method can properly handle frictional contact orders of magnitude faster than prior work. We show that our approach can be applied to various simulation systems by presenting examples with mass-spring systems, cloth simulations, the finite element method, the material point method, and position-based dynamics. Jerry Hsu, Nghia Truong, Cem Yuksel, Kui Wu 0003 |
ACM Trans. Graph. | 3 |
| 2022 | Generalized resampled importance sampling: foundations of ReSTIRabstractAs scenes become ever more complex and real-time applications embrace ray tracing, path sampling algorithms that maximize quality at low sample counts become vital. Recent resampling algorithms building on Talbot et al.'s [2005] resampled importance sampling (RIS) reuse paths spatiotemporally to render surprisingly complex light transport with a few samples per pixel. These reservoir-based spatiotemporal importance resamplers (ReSTIR) and their underlying RIS theory make various assumptions, including sample independence. But sample reuse introduces correlation , so ReSTIR-style iterative reuse loses most convergence guarantees that RIS theoretically provides. We introduce generalized resampled importance sampling (GRIS) to extend the theory, allowing RIS on correlated samples, with unknown PDFs and taken from varied domains. This solidifies the theoretical foundation, allowing us to derive variance bounds and convergence conditions in ReSTIR-based samplers. It also guides practical algorithm design and enables advanced path reuse between pixels via complex shift mappings. We show a path-traced resampler (ReSTIR PT) running interactively on complex scenes, capturing many-bounce diffuse and specular lighting while shading just one path per pixel. With our new theoretical foundation, we can also modify the algorithm to guarantee convergence for offline renderers. Daqi Lin, Markus Kettunen 0001, Benedikt Bitterli, Jacopo Pantaleoni, Cem Yuksel, Chris Wyman |
ACM Trans. Graph. | 5 |
| 2022 | Patch Textures: Hardware Support for Mesh ColorsabstractMesh Colors provide an effective alternative to standard texture mapping. They significantly simplify the asset production pipeline by removing the need for defining a mapping and eliminate rendering artifacts due to seams. This article addresses the problem that using Mesh Colors for real-time rendering has not been practical, due to the absence of hardware support. We show that it is possible to provide full hardware texture filtering support for Mesh Colors with minimal changes to existing GPUs by introducing a hardware-friendly representation for Mesh Colors that we call Patch Textures, which can have quadrilateral or triangular topology. We discuss the hardware modifications needed for storing and filtering Patch Textures, including anisotropic filtering. This article extends our previous work by discussing and comparing patch edge-handling approaches, including an option for sampling the textures of neighboring patches using an adjacency map. We also provide extensive discussions regarding data duplication, a partial implementation present in existing hardware, and the difficulties with providing a similar hardware support for Ptex. Agatha Mallett, Larry Seiler, Cem Yuksel |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2022 | Particle Merging-and-SplittingabstractRobustly handling collisions between individual particles in a large particle-based simulation has been a challenging problem. We introduce particle merging-and-splitting, a simple scheme for robustly handling collisions between particles that prevents inter-penetrations of separate objects without introducing numerical instabilities. This scheme merges colliding particles at the beginning of the time-step and then splits them at the end of the time-step. Thus, collisions last for the duration of a time-step, allowing neighboring particles of the colliding particles to influence each other. We show that our merging-and-splitting method is effective in robustly handling collisions and avoiding penetrations in particle-based simulations. We also show how our merging-and-splitting approach can be used for coupling different simulation systems using different and otherwise incompatible integrators. We present simulation tests involving complex solid-fluid interactions, including solid fractures generated by fluid interactions. Nghia Truong, Cem Yuksel, Chakrit Watcharopas, Joshua A. Levine, Robert M. Kirby |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2022 | Mach-RT: A Many Chip Architecture for High Performance Ray TracingabstractData movement, particularly access to the main memory, has been the bottleneck of most computing problems. Ray tracing is no exception. We propose an unconventional solution that combines a ray ordering scheme that minimizes access to the scene data with a large on-chip buffer acting as near-compute storage that is spread over multiple chips. We demonstrate the effectiveness of our approach by introducing Mach-RT (Many chip - Ray Tracing), a new hardware architecture for accelerating ray tracing. Extending the concept of dual streaming, we optimize the main memory accesses to a level that allows the same memory system to service multiple processor chips at the same time. While a multiple chip solution might seem to imply increased energy consumption as well, because of the reduced memory traffic we are able to demonstrate, performance increases while maintaining reasonable energy usage compared to academic and commercial architectures. This article extends our previous work E. Vasiou, K. Shkurko, E. Brunvand, and C. Yuksel, "Mach-RT: A many chip architecture for high-performance ray tracing," in Proc. High-Perform. Graph. Conf., 2019 with design space exploration of the L3 cache size, more detailed evaluation of energy and memory performance, a discussion of energy delay product, and a brief exploration of boards with 16 chips. We also introduce new treelet enqueueing logic for the predictive scheduler. Elena Vasiou, Konstantin Shkurko, Erik Brunvand, Cem Yuksel |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2022 | Wearable 3D Machine Knitting: Automatic Generation of Shaped Knit Sheets to Cover Real-World ObjectsabstractKnitting can efficiently fabricate stretchable and durable soft surfaces. These surfaces are often designed to be worn on solid objects as covers, garments, and accessories. Given a 3D model, we consider a knit for it wearable if the knit not only reproduces the shape of the 3D model but also can be put on and taken off from the model without deforming the model. This "wearability" places additional constraints on surface design and fabrication, which existing machine knitting approaches do not take into account. We introduce the first practical automatic pipeline to generate knit designs that are both wearable and machine knittable. Our pipeline handles knittability and wearability with two separate modules that run in parallel. Specifically, given a 3D object and its corresponding 3D garment surface, our approach first converts the garment surface into a topological disc by introducing a set of cuts. The resulting cut surface is then fed into a physically-based unclothing simulation module to ensure the garment's wearability over the object. The unclothing simulation determines which of the previously introduced cuts could be sewn permanently without impacting wearability. Concurrently, the cut surface is converted into an anisotropic stitch mesh. Then, our novel, stochastic, any-time flat-knitting scheduler generates fabrication instructions for an industrial knitting machine. Finally, we fabricate the garment and manually assemble it into one complete covering worn by the target object. We demonstrate our method's robustness and knitting efficiency by fabricating models with various topological and geometric complexities. Further, we show that our method can be incorporated into a knitting design tool for creating knitted garments with customized patterns. Kui Wu 0003, Marco Tarini, Cem Yuksel, James McCann, Xifeng Gao |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2021 | Hardware Adaptive High-Order Interpolation for Real-Time GraphicsabstractAbstract Interpolation is a core operation that has widespread use in computer graphics. Though higher‐order interpolation provides better quality, linear interpolation is often preferred due to its simplicity, performance, and hardware support. We present a unified refactoring of quadratic and cubic interpolations as standard linear interpolation plus linear interpolations of higher‐order terms and show how they can be applied to regular grids and (triangular/tetrahedral) simplexes Our formulations can provide significant reduction in computation cost, as compared to typical higher‐order interpolations and prior approaches that utilize existing hardware linear interpolation support to achieve higher‐order interpolation. In addition, our formulation allows approximating the results by dynamically skipping some higher order terms with low weights for further savings in both computation and storage. Thus, higher‐order interpolation can be performed adaptively, as needed. We also describe how relatively minor modifications to existing GPU hardware could provide hardware support for quadratic and cubic interpolations using our approach for both texture filtering operations and barycentric interpolation. We present a variety of examples using triangular, rectangular, tetrahedral, and cuboidal interpolations, showing the effectiveness of our higher‐order interpolations in different applications. Daqi Lin, Larry Seiler, Cem Yuksel |
Comput. Graph. Forum | 3 |
| 2021 | Fast volume rendering with spatiotemporal reservoir resamplingabstractVolume rendering under complex, dynamic lighting is challenging, especially if targeting real-time. To address this challenge, we extend a recent direct illumination sampling technique, spatiotemporal reservoir resampling, to multi-dimensional path space for volumetric media. By fully evaluating just a single path sample per pixel, our volumetric path tracer shows unprecedented convergence. To achieve this, we properly estimate the chosen sample's probability via approximate perfect importance sampling with spatiotemporal resampling. A key observation is recognizing that applying cheaper, biased techniques to approximate scattering along candidate paths (during resampling) does not add bias when shading. This allows us to combine transmittance evaluation techniques: cheap approximations where evaluations must occur many times for reuse, and unbiased methods for final, per-pixel evaluation. With this reformulation, we achieve low-noise, interactive volumetric path tracing with arbitrary dynamic lighting, including volumetric emission, and maintain interactive performance even on high-resolution volumes. When paired with denoising, our low-noise sampling helps preserve smaller-scale volumetric details. Daqi Lin, Chris Wyman, Cem Yuksel |
ACM Trans. Graph. | 3 |
| 2021 | Stochastic Lightcuts for Sampling Many LightsabstractWe introduce stochastic lightcuts by combining the lighting approximation of lightcuts with stochastic sampling for efficiently rendering scenes with a large number of light sources. Our stochastic lightcuts method entirely eliminates the sampling correlation of lightcuts and replaces it with noise. To minimize this noise, we present a robust hierarchical sampling strategy, combining the benefits of importance sampling, adaptive sampling, and stratified sampling. Our approach also provides temporally stable results and lifts any restrictions on the light types that can be approximated with lightcuts. We present examples of using stochastic lightcuts with path tracing and indirect illumination with virtual lights, achieving more than an order of magnitude faster render times than lightcuts by effectively approximating direct illumination using a small number of light samples, in addition to providing temporal stability. Our comparisons to other stochastic sampling techniques demonstrate that we provide superior sampling quality that matches and improves the excellent convergence rates of the lightcuts approach. Cem Yuksel |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2020 | Automatic GPU Data Compression and Address Swizzling for CPUs via Modified Virtual Address TranslationabstractWe describe how to modify hardware page translation to enable CPU software access to compressed and swizzled GPU data arrays as if they were decompressed and stored in row-major order. In a shared memory system, this allows CPU to directly access the GPU data without copying the data or losing the performance and bandwidth benefits of using compression and swizzling on the GPU. Larry Seiler, Daqi Lin, Cem Yuksel |
I3D | 3 |
| 2020 | A Class of C2 Interpolating SplinesabstractWe present a class of non-polynomial parametric splines that interpolate the given control points and show that some curve types in this class have a set of highly desirable properties that were not previously demonstrated for interpolating curves before. In particular, the formulation of this class guarantees that the resulting curves have C 2 continuity everywhere and local support, such that only four control points define each curve segment between consecutive control points. These properties are achieved directly due to the mathematical formulation used for defining this class, without the need for a global numerical optimization step. We also provide four example spline types within this class. These examples show how guaranteed self-intersection-free curve segments can be achieved, regardless of the placement of control points, which has been a limitation of prior interpolating curve formulations. In addition, they present how perfect circular arcs and linear segments can be formed by splines within this class, which also have been challenging for prior methods of interpolating curves. Cem Yuksel |
ACM Trans. Graph. | 1 |
| 2020 | Constant-time energy-normalization for the Phong specular BRDFs
Agatha Mallett, Cem Yuksel |
Vis. Comput. | 2 |
| 2019 | Dual-split treesabstractWe introduce the dual-split tree, a new tree-based acceleration structure for ray tracing. Each internal node of a dual-split tree uses two axis-aligned planes to either split the parent node into two child nodes or to mark the empty regions of the node. This allows child bounding boxes to overlap when desired. Thus, our dual-split tree is capable of representing space partitioning identical to any given bounding volume hierarchy. Our dual-split tree provides a significant reduction in the required acceleration structure storage by eliminating the redundant bounding planes that are commonplace in bounding volume hierarchies, providing better performance and storage savings than similar previous methods. As a result, we achieve improved rendering performance with dual-split trees, as compared to bounding volume hierarchies with a comparable level of optimization using identical or similar space partitioning. Daqi Lin, Konstantin Shkurko, Agatha Mallett, Cem Yuksel |
I3D | 4 |
| 2019 | Rethinking Texture MappingabstractAbstract The intrinsic problems of texture mapping, regarding its difficulties in content creation and the visual artifacts it causes in rendering, are well‐known, but often considered unavoidable. In this state of the art report, we discuss various radically different ways to rethink texture mapping that have been proposed over the decades, each offering different advantages and trade‐offs. We provide a brief description of each alternative texturing method along with an evaluation of its strengths and weaknesses in terms of applicability, usability, filtering quality, performance, and potential implementation related challenges. Cem Yuksel, Sylvain Lefebvre 0001, Marco Tarini |
Comput. Graph. Forum | 1 |
| 2019 | Visual knitting machine programmingabstractIndustrial knitting machines are commonly used to manufacture complicated shapes from yarns; however, designing patterns for these machines requires extensive training. We present the first general visual programming interface for creating 3D objects with complex surface finishes on industrial knitting machines. At the core of our interface is a new, augmented, version of the stitch mesh data structure. The augmented stitch mesh stores low-level knitting operations per-face and encodes the dependencies between faces using directed edge labels. Our system can generate knittable augmented stitch meshes from 3D models, allows users to edit these meshes in a way that preserves their knittability, and can schedule the execution order and location of each face for production on a knitting machine. Our system is general, in that its knittability-preserving editing operations are sufficient to transform between any two machine-knittable stitch patterns with the same orientation on the same surface. We demonstrate the power and flexibility of our pipeline by using it to create and knit objects featuring a wide range of patterns and textures, including intarsia and Fair Isle colorwork; knit and purl textures; cable patterns; and laces. Vidya Narayanan 0001, Kui Wu 0003, Cem Yuksel, James McCann |
ACM Trans. Graph. | 3 |
| 2019 | Knittable Stitch MeshesabstractWe introduce knittable stitch meshes for modeling complex 3D knit structures that can be fabricated via knitting. We extend the concept of stitch mesh modeling, which provides a powerful 3D design interface for knit structures but lacks the ability to produce actually knittable models. Knittable stitch meshes ensure that the final model can be knitted. Moreover, they include novel representations for handling important shaping techniques that allow modeling more complex knit structures than prior methods. In particular, we introduce shift paths that connect the yarn for neighboring rows, general solutions for properly connecting pieces of knit fabric with mismatched knitting directions without introducing seams, and a new structure for representing short rows , a shaping technique for knitting that is crucial for creating various 3D forms, within the stitch mesh modeling framework. Our new 3D modeling interface allows for designing knittable structures with complex surface shapes and topologies, and our knittable stitch mesh structure contains all information needed for fabricating these shapes via knitting. Furthermore, we present a scheduling algorithm for providing step-by-step hand knitting instructions to a knitter, so that anyone who knows how to knit can reproduce the complex models that can be designed using our approach. We show a variety of 3D knit shapes and garment examples designed and knitted using our system. Kui Wu 0003, Hannah Swan, Cem Yuksel |
ACM Trans. Graph. | 3 |
| 2019 | Real-Time Cloth Rendering with Fiber-Level DetailabstractModeling cloth with fiber-level geometry can produce highly realistic details. However, rendering fiber-level cloth models not only has a high memory cost but it also has a high computation cost even for offline rendering applications. In this paper we present a real-time fiber-level cloth rendering method for current GPUs. Our method procedurally generates fiber-level geometric details on-the-fly using yarn-level control points for minimizing the data transfer to the GPU. We also reduce the rasterization operations by collectively representing the fibers near the center of each ply that form the yarn structure. Moreover, we employ a level-of-detail strategy to minimize or completely eliminate the generation of fiber-level geometry that would have little or no impact on the final rendered image. Furthermore, we introduce a simple self-shadow computation method that allows lighting with self-shadows using relatively low-resolution shadow maps. We also provide a simple distance-based ambient occlusion approximation as well as an ambient illumination precomputation approach, both of which account for fiber-level self-occlusion of yarn. Finally, we discuss how to use a physical-based shading model with our fiber-level cloth rendering method and how to handle cloth animations with temporal coherency. We demonstrate the effectiveness of our approach by comparing our simplified fiber geometry to procedurally generated references and display knitwear containing more than a hundred million individual fiber curves at real-time frame rates with shadows and ambient occlusion. Kui Wu 0003, Cem Yuksel |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2019 | Guest Editor's Introduction to the Special Section on I3DabstractThe papers in this special section are extended versions of four papers from the 2017 ACM Symposium on Interactive 3D Graphics and Games (I3D), the 21st conference in a series starting in 1986. I3D 2017 was held February 25th to 27th, 2017 in San Francisco, California, USA at the Intercontinental Mark Hopkins Hotel. Chris Wyman, Cem Yuksel |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2018 | SimTRaX: Simulation Infrastructure for Exploring Thousands of CoresabstractSimTRaX is a simulation infrastructure for simultaneous exploration of highly parallel accelerator architectures and how applications map to them. The infrastructure targets both cycle-accurate and functional simulation of architectures with thousands of simple cores that may share expensive computation and memory resources. A modified LLVM backend used to compile C++ programs for the simulated architecture allows the user to create custom instructions that access proposed special-purpose hardware and to debug and profile the applications being executed. The simulator models a full memory hierarchy including registers, local scratchpad RAM, shared caches, external memory channels, and DRAM main memory, leveraging the USIMM DRAM simulator to provide accurate dynamic latencies and power usage. SimTRaX provides a powerful and flexible infrastructure for exploring a class of extremely parallel architectures for parallel applications that are not easily simulated using existing simulators. Konstantin Shkurko, Tim Grant 0001, Erik Brunvand, Daniel M. Kopta, Josef B. Spjut, Elena Vasiou, Agatha Mallett, Cem Yuksel |
ACM Great Lakes Symposium on VLSI | 8 |
| 2018 | Fast Fluid Simulations with Sparse Volumes on the GPUabstractAbstract We introduce efficient, large scale fluid simulation on GPU hardware using the fluid‐implicit particle (FLIP) method over a sparse hierarchy of grids represented in NVIDIA® GVDB Voxels. Our approach handles tens of millions of particles within a virtually unbounded simulation domain. We describe novel techniques for parallel sparse grid hierarchy construction and fast incremental updates on the GPU for moving particles. In addition, our FLIP technique introduces sparse, work efficient parallel data gathering from particle to voxel, and a matrix‐free GPU‐based conjugate gradient solver optimized for sparse grids. Our results show that our method can achieve up to an order of magnitude faster simulations on the GPU as compared to FLIP simulations running on the CPU. Kui Wu 0003, Nghia Truong, Cem Yuksel, Rama Hoetzlein |
Comput. Graph. Forum | 3 |
| 2018 | Stitch meshingabstractWe introduce the first fully automatic pipeline to convert arbitrary 3D shapes into knit models. Our pipeline is based on a global parametrization remeshing pipeline to produce an isotropic quad-dominant mesh aligned with a 2-RoSy field. The knitting directions over the surface are determined using a set of custom topological operations and a two-step global optimization that minimizes the number of irregularities. The resulting mesh is converted into a valid stitch mesh that represents the knit model. The yarn curves are generated from the stitch mesh and the final yarn geometry is computed using a yarn-level relaxation process. Thus, we produce topologically valid models that can be used with a yarn-level simulation. We validate our algorithm by automatically generating knit models from complex 3D shapes and processing over a hundred models with various shapes without any user input or parameter tuning. We also demonstrate applications of our approach for custom knit model generation using fabrication via 3D printing. Kui Wu 0003, Xifeng Gao, Zachary Ferguson, Daniele Panozzo, Cem Yuksel |
ACM Trans. Graph. | 5 |
| 2018 | GPU optimization of material point methodsabstractThe Material Point Method (MPM) has been shown to facilitate effective simulations of physically complex and topologically challenging materials, with a wealth of emerging applications in computational engineering and visual computing. Borne out of the extreme importance of regularity, MPM is given attractive parallelization opportunities on high-performance modern multiprocessors. Parallelization of MPM that fully leverages computing resources presents challenges that require exploring an extensive design-space for favorable data structures and algorithms. Unlike the conceptually simple CPU parallelization, where the coarse partition of tasks can be easily applied, it takes greater effort to reach the GPU hardware saturation due to its many-core SIMT architecture. In this paper we introduce methods for addressing the computational challenges of MPM and extending the capabilities of general simulation systems based on MPM, particularly concentrating on GPU optimization. In addition to our open-source high-performance framework, we also conduct performance analyses and benchmark experiments to compare against alternative design choices which may superficially appear to be reasonable, but can suffer from suboptimal performance in practice. Our explicit and fully implicit GPU MPM solvers are further equipped with a Moving Least Squares MPM heat solver and a novel sand constitutive model to enable fast simulations of a wide range of materials. We demonstrate that more than an order of magnitude performance improvement can be achieved with our GPU solvers. Practical high-resolution examples with up to ten million particles run in less than one minute per frame. Ming Gao 0023, Kui Wu 0003, Andre Pradhana Tampubolon, Eftychios Sifakis, Cem Yuksel, Chenfanfu Jiang |
ACM Trans. Graph. | 6 |
| 2018 | Time Interval Ray Tracing for Motion BlurabstractWe introduce a new motion blur computation method for ray tracing that provides an analytical approximation of motion blurred visibility per ray. Rather than relying on timestamped rays and Monte Carlo sampling to resolve the motion blur, we associate a time interval with rays and directly evaluate when and where each ray intersects with animated object faces. Based on our simplifications, the volume swept by each animated face is represented using a triangulation of the surface of this volume. Thus, we can resolve motion blur through ray intersections with stationary triangles, and we can use any standard ray tracing acceleration structure without modifications to account for the time dimension. Rays are intersected with these triangles to analytically determine the time interval and positions of the intersections with the moving objects. Furthermore, we explain an adaptive strategy to efficiently shade the intersection intervals. As a result, we can produce noise-free motion blur for both primary and secondary rays. We also provide a general framework for emulating various camera shutter mechanisms and an artistic modification that amplifies the visibility of moving objects for emphasizing the motion in videos or static images. Konstantin Shkurko, Cem Yuksel, Daniel M. Kopta, Agatha Mallett, Erik Brunvand |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2018 | A detailed study of ray tracing performance: render time and energy cost
Elena Vasiou, Konstantin Shkurko, Agatha Mallett, Erik Brunvand, Cem Yuksel |
Vis. Comput. | 5 |
| 2017 | Real-time fiber-level cloth renderingabstractModeling cloth with fiber-level geometry can produce highly realistic details. However, rendering fiber-level cloth models not only has a high memory cost but it also has a high computation cost even for offline rendering applications. In this paper we present a real-time fiber-level cloth rendering method for current GPUs. Our method procedurally generates fiber-level geometric details on-the-fly using yarn-level control points for minimizing the data transfer to the GPU. We also reduce the rasterization operations by collectively representing the fibers near the center of each ply that form the yarn structure. Moreover, we employ a level-of-detail strategy to minimize or completely eliminate the generation of fiber-level geometry that would have little or no impact on the final rendered image. Furthermore, we introduce a simple yarn-level ambient occlusion approximation and self-shadow computation method that allows lighting with self-shadows using relatively low-resolution shadow maps. We demonstrate the effectiveness of our approach by comparing our simplified fiber geometry to procedurally generated references and display knitwear containing more than a hundred million individual fiber curves at real-time frame rates with shadows and ambient occlusion. Kui Wu 0003, Cem Yuksel |
I3D | 2 |
| 2017 | Lighting grid hierarchy for self-illuminating explosionsabstractRendering explosions with self-illumination is a challenging problem. Explosions contain animated volumetric light sources immersed in animated smoke that cast volumetric shadows, which play an essential role and are expensive to compute. We propose an efficient solution that redefines this problem as rendering with many animated lights by converting the volumetric lighting data into a large number of point lights. Focusing on temporal coherency to avoid flickering in animations, we introduce lighting grid hierarchy for approximating the volumetric illumination at different resolutions. Using this structure we can efficiently approximate the lighting at any point inside or outside of the explosion volume as a mixture of lighting contributions from all levels of the hierarchy. As a result, we are able to capture high-frequency details of local illumination, as well as the potentially strong impact of distant illumination. Most importantly, this hierarchical structure allows us to efficiently precompute volumetric shadows, which substantially accelerates the lighting computation. Finally, we provide a scalable approach for computing the multiple scattering of light within the smoke volume using our lighting grid hierarchy. Temporal coherency is achieved by relying on continuous formulations at all stages of the lighting approximation. We show that our method is efficient and effective approximating the self-illumination of explosions with visually indistinguishable results, as compared to path tracing. We also show that our method can be applied to other problems involving a large number of (animated) point lights. Can Yuksel, Cem Yuksel |
ACM Trans. Graph. | 2 |
| 2017 | Uncertainty Visualization by Representative Sampling from Prediction EnsemblesabstractData ensembles are often used to infer statistics to be used for a summary display of an uncertain prediction. In a spatial context, these summary displays have the drawback that when uncertainty is encoded via a spatial spread, display glyph area increases in size with prediction uncertainty. This increase can be easily confounded with an increase in the size, strength or other attribute of the phenomenon being presented. We argue that by directly displaying a carefully chosen subset of a prediction ensemble, so that uncertainty is conveyed implicitly, such misinterpretations can be avoided. Since such a display does not require uncertainty annotation, an information channel remains available for encoding additional information about the prediction. We demonstrate these points in the context of hurricane prediction visualizations, showing how we avoid occlusion of selected ensemble elements while preserving the spatial statistics of the original ensemble, and how an explicit encoding of uncertainty can also be constructed from such a selection. We conclude with the results of a cognitive experiment demonstrating that the approach can be used to construct storm prediction displays that significantly reduce the confounding of uncertainty with storm size, and thus improve viewers' ability to estimate potential for storm damage. Le Liu 0007, Alexander P. Boone, Ian T. Ruginski, Lace M. K. Padilla, Mary Hegarty, Sarah H. Creem-Regehr, William B. Thompson, Cem Yuksel, Donald H. House |
IEEE Trans. Vis. Comput. Graph. | 8 |
| 2016 | Adaptive deferred shadingabstractThe primary advantage of deferred shading is eliminating wasted shading operations for fragments that are occluded by others during rendering. Deferred shading starts by rendering the entire scene into a series of temporary buffers (a geometry buffer or G-buffer). Then, it performs the shading operations using the contents of these buffers. Hence, deferred shading executes the (potentially expensive) fragment shader exactly once for a given pixel sample, avoiding additional fragment shading invocations due to overdrawing. Although deferred shading requires an extra pass and significant memory overhead to store the G-buffer, it can still be beneficial to performance when fragment shading is sufficiently expensive. Agatha Mallett, Cem Yuksel |
I3D | 2 |
| 2016 | Real-time hair mesh simulationabstractWe present a robust real-time hair simulation method using hair meshes. Leveraging existing simulation models for sheet-based cloth, we introduce a volumetric force model for incorporating hair interactions inside the hair mesh volume. We also introduce a position correction method that minimizes the local deformation of the hair mesh due to collision handling. We demonstrate the robustness of our hair simulation method using large time steps with fast motion, and we show that our method can recover the initial hair shape even when the hair mesh goes through substantial deformation. Kui Wu 0003, Cem Yuksel |
I3D | 2 |
| 2016 | Hardware accelerated mesh colorsabstractTexture mapping arbitrary polygonal meshes has been an important problem in computer graphics. In particular, when one-to-one mapping is desired, such that the same texture pattern is not repeated over a surface, seams are unavoidable. The process of hiding filtering artifacts due to these seams involves additional manual effort onto already labor intensive process of specifying texture coordinates. Furthermore, these seams also substantially limit the number of mipmap levels that can be used without visible filtering artifacts. Cem Yuksel |
I3D | 1 |
| 2015 | Sample Elimination for Generating Poisson Disk Sample SetsabstractAbstract In this paper we describe sample elimination for generating Poisson disk sample sets with a desired size. We introduce a greedy sample elimination algorithm that assigns a weight to each sample in a given set and eliminates the ones with greater weights in order to pick a subset of a desired size with Poisson disk property without having to specify a Poisson disk radius. This new algorithm is simple, computationally efficient, and it can work in any sampling domain, producing sample sets with more pronounced blue noise characteristics than dart throwing. Most importantly, it allows unbiased progressive (adaptive) sampling and it scales better to high dimensions than previous methods. However, it cannot guarantee maximal coverage. We provide a statistical analysis of our algorithm in 2D and higher dimensions as well as results from our tests with different example applications. Cem Yuksel |
Comput. Graph. Forum | 1 |
| 2012 | Stitch meshes for modeling knitted clothing with yarn-level detailabstractRecent yarn-based simulation techniques permit realistic and efficient dynamic simulation of knitted clothing, but producing the required yarn-level models remains a challenge. The lack of practical modeling techniques significantly limits the diversity and complexity of knitted garments that can be simulated. We propose a new modeling technique that builds yarn-level models of complex knitted garments for virtual characters. We start with a polygonal model that represents the large-scale surface of the knitted cloth. Using this mesh as an input, our interactive modeling tool produces a finer mesh representing the layout of stitches in the garment, which we call the stitch mesh . By manipulating this mesh and assigning stitch types to its faces, the user can replicate a variety of complicated knitting patterns. The curve model representing the yarn is generated from the stitch mesh, then the final shape is computed by a yarn-level physical simulation that locally relaxes the yarn into realistic shape while preserving global shape of the garment and avoiding "yarn pull-through," thereby producing valid yarn geometry suitable for dynamic simulation. Using our system, we can efficiently create yarn-level models of knitted clothing with a rich variety of patterns that would be completely impractical to model using traditional techniques. We show a variety of example knitting patterns and full-scale garments produced using our system. Cem Yuksel, Jonathan M. Kaldor, Doug L. James, Steve Marschner |
ACM Trans. Graph. | 1 |
| 2011 | Parameterization and applications of Catmull-Rom curves
Cem Yuksel, Scott Schaefer, John Keyser |
Comput. Aided Des. | 1 |
| 2010 | Mesh colorsabstractThe coloring of 3D models using 2D or 3D texture mapping has well-known intrinsic problems, such as mapping discontinuities and limitations to model editing after coloring. Workarounds for these problems often require adopting very complex approaches. Here we propose a new technique, called mesh colors, for associating color data directly with a polygonal mesh. The approach eliminates problems deriving from using a map from texture space to model space. Mesh colors is an extension of vertex colors where, in addition to keeping color values on each vertex, they are also kept on edges and faces. Like texture mapping, the approach allows higher texture resolution than model resolution, but at the same time it guarantees one-to-one correspondence between the model surface and the color data, and eliminates discontinuities. We show that mesh colors integrate well with the current graphics pipeline and can be used to generate very high-quality textures. Cem Yuksel, John Keyser, Donald H. House |
ACM Trans. Graph. | 1 |
| 2009 | On the parameterization of Catmull-Rom curvesabstractThe behavior of Catmull-Rom curves heavily depends on the choice of parameter values at the control points. We analyze a class of parameterizations ranging from uniform to chordal parameterization and show that, within this class, curves with centripetal parameterization contain properties that no other curves in this family possess. Researchers have previously indicated that centripetal parameterization produces visually favorable curves compared to uniform and chordal parameterizations. However, the mathematical reasons behind this behavior have been ambiguous. In this paper we prove that, for cubic Catmull-Rom curves, centripetal parameterization is the only parameterization in this family that guarantees that the curves do not form cusps or self-intersections within curve segments. Furthermore, we provide a formulation that bounds the distance of the curve to the control polygon and explain how globally intersection-free Catmull-Rom curves can be generated using these properties. Cem Yuksel, Scott Schaefer, John Keyser |
Symposium on Solid and Physical Modeling | 1 |
| 2009 | Hair meshesabstractDespite the visual importance of hair and the attention paid to hair modeling in the graphics research, modeling realistic hair still remains a very challenging task that can be performed by very few artists. In this paper we present hair meshes , a new method for modeling hair that aims to bring hair modeling as close as possible to modeling polygonal surfaces. This new approach provides artists with direct control of the overall shape of the hair, giving them the ability to model the exact hair shape they desire. We use the hair mesh structure for modeling the hair volume with topological constraints that allow us to automatically and uniquely trace the path of individual hair strands through this volume. We also define a set of topological operations for creating hair meshes that maintain these constraints. Furthermore, we provide a method for hiding the volumetric structure of the hair mesh from the end user, thus allowing artists to concentrate on manipulating the outer surface of the hair as a polygonal surface. We explain and show examples of how hair meshes can be used to generate individual hair strands for a wide variety of realistic hair styles. Cem Yuksel, Scott Schaefer, John Keyser |
ACM Trans. Graph. | 1 |
| 2009 | Fast real-time caustics from height fields
Cem Yuksel, John Keyser |
Vis. Comput. | 1 |
| 2008 | Deep Opacity MapsabstractAbstract We present a new method for rapidly computing shadows from semi‐transparent objects like hair. Our deep opacity maps method extends the concept of opacity shadow maps by using a depth map to obtain a per pixel distribution of opacity layers. This approach eliminates the layering artifacts of opacity shadow maps and requires far fewer layers to achieve high quality shadow computation. Furthermore, it is faster than the density clustering technique, and produces less noise with comparable shadow quality. We provide qualitative comparisons to these previous methods and give performance results. Our algorithm is easy to implement, faster, and more memory efficient, enabling us to generate high quality hair shadows in real‐time using graphics hardware on a standard PC. Cem Yuksel, John Keyser |
Comput. Graph. Forum | 1 |
| 2008 | Dual scattering approximation for fast multiple scattering in hairabstractWhen rendering light colored hair, multiple fiber scattering is essential for the right perception of the overall hair color. In this context, we present a novel technique to efficiently approximate multiple fiber scattering for a full head of human hair or a similar fiber based geometry. In contrast to previous ad-hoc approaches, our method relies on the physically accurate concept of the Bidirectional Scattering Distribution Functions and gives physically plausible results with no need for parameter tweaking. We show that complex scattering effects can be approximated very well by using aggressive simplifications based on this theoretical model. When compared to unbiased Monte-Carlo path tracing, our approximations preserve photo-realism in most settings but with rendering times at least two-orders of magnitude lower. Time and space complexity are much lower compared to photon mapping-based techniques and we can even achieve realistic results in real-time on a standard PC with consumer graphics hardware. Arno Zinke, Cem Yuksel, Andreas Weber 0004, John Keyser |
ACM Trans. Graph. | 2 |
| 2007 | Practical Global Illumination for Hair RenderingabstractBoth hair rendering and global illumination are known to be computationally expensive, and for this reason we see very few examples using global illumination techniques in hair rendering. In this paper, we elaborate on different simplification approaches to allow practical global illumination solutions for high quality hair rendering. We categorize light paths of a full global illumination solution, and analyze their costs and illumination contributions both theoretically and experimentally. We also propose two different implementation techniques using our novel projection based indirect illumination computation approach and state of the art ray tracing for hair. Our results show that by using our simplifications, a global illumination solution for hair is practical. Cem Yuksel, Ergun Akleman, John Keyser |
PG | 1 |
| 2007 | Wave particlesabstractWe present a new method for the real-time simulation of fluid surface waves and their interactions with floating objects. The method is based on the new concept of wave particles, which offers a simple, fast, and unconditionally stable approach to wave simulation. We show how graphics hardware can be used to convert wave particles to a height field surface, which is warped horizontally to account for local wave-induced flow. The method is appropriate for most fluid simulation situations that do not involve significant global flow. It is demonstrated to work well in constrained areas, including wave reflections off of boundaries, and in unconstrained areas, such as an ocean surface. Interactions with floating objects are easily integrated by including wave forces on the objects and wave generation due to object motion. Theoretical foundations and implementation details are provided, and experiments demonstrate that we achieve plausible realism. Timing studies show that the method is scalable to allow simulation of wave interaction with several hundreds of objects at real-time rates. Cem Yuksel, Donald H. House, John Keyser |
ACM Trans. Graph. | 1 |
| 2006 | Visualization of Fibrous and Thread-like DataabstractThread-like structures are becoming more common in modern volumetric data sets as our ability to image vascular and neural tissue at higher resolutions improves. The thread-like structures of neurons and micro-vessels pose a unique problem in visualization since they tend to be densely packed in small volumes of tissue. This makes it difficult for an observer to interpret useful patterns from the data or trace individual fibers. In this paper we describe several methods for dealing with large amounts of thread-like data, such as data sets collected using Knife-Edge Scanning Microscopy (KESM) and Serial Block-Face Scanning Electron Microscopy (SBF-SEM). These methods allow us to collect volumetric data from embedded samples of whole-brain tissue. The neuronal and microvascular data that we acquire consists of thin, branching structures extending over very large regions. Traditional visualization schemes are not sufficient to make sense of the large, dense, complex structures encountered. In this paper, we address three methods to allow a user to explore a fiber network effectively. We describe interactive techniques for rendering large sets of neurons using self-orienting surfaces implemented on the GPU. We also present techniques for rendering fiber networks in a way that provides useful information about flow and orientation. Third, a global illumination framework is used to create high-quality visualizations that emphasize the underlying fiber structure. Implementation details, performance, and advantages and disadvantages of each approach are discussed. Zeki Melek, David Mayerich, Cem Yuksel, John Keyser |
IEEE Trans. Vis. Comput. Graph. | 3 |