EDBT 2026 Demo / reviewers in the wild / expert
Avneesh Sud
dblp:63/4285
· DBLP profile ↗
30ranked-venue papers
8as first author
7since 2021 · last 2025
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 23 · 8 first-author · 7 since 2021Artificial intelligence and machine learning · 12 · 6 since 2021Human-computer interaction and ubiquitous computing · 5 · 3 first-authorSystems, architecture and hardware · 2Databases, data management, data science and information retrieval · 2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | A Bias-Free Training Paradigm for More General AI-generated Image DetectionabstractSuccessful forensic detectors can produce excellent results in supervised learning benchmarks but struggle to transfer to real-world applications. We believe this limitation is largely due to inadequate training data quality. While most research focuses on developing new algorithms, less attention is given to training data selection, despite evidence that performance can be strongly impacted by spurious correlations such as content, format, or resolution. A well-designed forensic detector should detect generator specific artifacts rather than reflect data biases. To this end, we propose B-Free, a bias-free training paradigm, where fake images are generated from real ones using the conditioning procedure of stable diffusion models. This ensures semantic alignment between real and fake images, allowing any differences to stem solely from the subtle artifacts introduced by AI generation. Through content-based augmentation, we show significant improvements in both generalization and robustness over state-of-the-art detectors and more calibrated results across 27 different generative models, including recent releases, like FLUX and Stable Diffusion 3.5. Our findings emphasize the importance of a careful dataset design, highlighting the need for further research on this topic. Code and data are publicly available at https://grip-unina.github.io/B-Free/. Fabrizio Guillaro, Giada Zingarini, Ben Usman, Avneesh Sud, Davide Cozzolino, Luisa Verdoliva |
CVPR | 4 |
| 2024 | FakeInversion: Learning to Detect Images from Unseen Text-to-Image Models by Inverting Stable DiffusionabstractDue to the high potential for abuse of GenAl systems, the task of detecting synthetic images has recently become of great interest to the research community. Unfortunately, ex-isting image-space detectors quickly become obsolete as new high-fidelity text-to-image models are developed at blinding speed. In this work, we propose a new synthetic image detector that uses features obtained by inverting an open-source pre-trained Stable Diffusion model. We show that these inversion features enable our detector to generalize well to unseen generators of high visual fidelity (e.g., DALL.E 3) even when the detector is trained only on lower fidelity fake images generated via Stable Diffusion. This detector achieves new state-of-the-art across multiple training and evaluation se-tups. Moreover, we introduce a new challenging evaluation protocol that uses reverse image search to mitigate stylistic and thematic biases in the detector evaluation. We show that the resulting evaluation scores align well with detectors' in-the-wild performance, and release these datasets as public benchmarks for future research. George Cazenavette, Avneesh Sud, Thomas K. Leung, Ben Usman |
CVPR | 2 |
| 2023 | TruFor: Leveraging All-Round Clues for Trustworthy Image Forgery Detection and LocalizationabstractIn this paper we present TruFor, a forensic framework that can be applied to a large variety of image manipulation methods, from classic cheapfakes to more recent manipulations based on deep learning. We rely on the extraction of both high-level and low-level traces through a transformer-based fusion architecture that combines the RGB image and a learned noise-sensitive fingerprint. The latter learns to embed the artifacts related to the camera internal and external processing by training only on real data in a self-supervised manner. Forgeries are detected as deviations from the expected regular pattern that characterizes each pristine image. Looking for anomalies makes the approach able to robustly detect a variety of local manipulations, ensuring generalization. In addition to a pixel-level localization map and a whole-image integrity score, our approach outputs a reliability map that highlights areas where localization predictions may be error-prone. This is particularly important in forensic applications in order to reduce false alarms and allow for a large scale analysis. Extensive experiments on several datasets show that our method is able to reliably detect and localize both cheapfakes and deepfakes manipulations outperforming state-of-the-art works. Code is publicly available at https://grip-unina.github.io/TruFor/ Fabrizio Guillaro, Davide Cozzolino, Avneesh Sud, Nicholas Dufour, Luisa Verdoliva |
CVPR | 3 |
| 2022 | MetaPose: Fast 3D Pose from Multiple Views without 3D SupervisionabstractIn the era of deep learning, human pose estimation from multiple cameras with unknown calibration has received little attention to date. We show how to train a neural model to perform this task with high precision and minimal latency overhead. The proposed model takes into account joint location uncertainty due to occlusion from multiple views, and requires only 2D keypoint data for training. Our method outperforms both classical bundle adjustment and weakly-supervised monocular 3D baselines on the well-established Human3.6M dataset, as well as the more challenging in-the-wild Ski-Pose PTZ dataset. Ben Usman, Andrea Tagliasacchi, Kate Saenko, Avneesh Sud |
CVPR | 4 |
| 2022 | NewsStories: Illustrating Articles with Visual Summaries
Reuben Tan, Bryan A. Plummer, Kate Saenko, John P. Lewis, Avneesh Sud, Thomas K. Leung |
ECCV (36) | 5 |
| 2021 | Learning 3D Semantic Segmentation with only 2D Image SupervisionabstractWith the recent growth of urban mapping and autonomous driving efforts, there has been an explosion of raw 3D data collected from terrestrial platforms with lidar scanners and color cameras. However, due to high labeling costs, ground-truth 3D semantic segmentation annotations are limited in both quantity and geographic diversity, while also being difficult to transfer across sensors. In contrast, large image collections with ground-truth semantic segmentations are readily available for diverse sets of scenes. In this paper, we investigate how to use only those labeled 2D image collections to supervise training 3D semantic segmentation models. Our approach is to train a 3D model from pseudo-labels derived from 2D semantic image segmentations using multi-view fusion. We address several novel issues with this approach, including how to select trusted pseudo-labels, how to sample 3D scenes with rare object categories, and how to decouple input features from 2D images from pseudo-labels during training. The proposed network architecture, 2D3DNet, achieves significantly better performance (+6.2-11.4 mIoU) than baselines during experiments on a new urban dataset with lidar and images captured in 20 cities across 5 continents. Kyle Genova, Xiaoqi Yin, Abhijit Kundu, Caroline Pantofaru, Forrester Cole, Avneesh Sud, Brian Brewington, Brian Shucker, Thomas A. Funkhouser |
3DV | 6 |
| 2021 | Differentiable Surface Rendering via Non-Differentiable SamplingabstractWe present a method for differentiable rendering of 3D surfaces that supports both explicit and implicit representations, provides derivatives at occlusion boundaries, and is fast and simple to implement. The method first samples the surface using non-differentiable rasterization, then applies differentiable, depth-aware point splatting to produce the final image. Our approach requires no differentiable meshing or rasterization steps, making it efficient for large 3D models and applicable to isosurfaces extracted from implicit surface definitions. We demonstrate the effectiveness of our method for implicit-, mesh-, and parametric-surface-based inverse rendering and neural-network training applications. In particular, we show for the first time efficient, differentiable rendering of an isosurface extracted from a neural radiance field (NeRF), and demonstrate surface-based, rather than volume-based, rendering of a NeRF. Forrester Cole, Kyle Genova, Avneesh Sud, Daniel Vlasic, Zhoutong Zhang |
ICCV | 3 |
| 2020 | Learning to Infer Semantic Parameters for 3D Shape EditingabstractMany applications in 3D shape design and augmentation require the ability to make specific edits to an object's semantic parameters (e.g., the pose of a person's arm or the length of an airplane's wing) while preserving as much existing details as possible. We propose to learn a deep network that infers the semantic parameters of an input shape and then allows the user to manipulate those parameters. The network is trained jointly on shapes from an auxiliary synthetic template and unlabeled realistic models, ensuring robustness to shape variability while relieving the need to label realistic exemplars. At testing time, edits within the parameter space drive deformations to be applied to the original shape, which provides semantically-meaningful manipulation while preserving the details. This is in contrast to prior methods that either use autoencoders with a limited latent-space dimensionality, failing to preserve arbitrary detail, or drive deformations with purely-geometric controls, such as cages, losing the ability to update local part regions. Experiments with datasets of chairs, airplanes, and human bodies demonstrate that our method produces more natural edits than prior work. Fangyin Wei, Elena Sizikova, Avneesh Sud, Szymon Rusinkiewicz, Thomas A. Funkhouser |
3DV | 3 |
| 2020 | Local Deep Implicit Functions for 3D ShapeabstractThe goal of this project is to learn a 3D shape representation that enables accurate surface reconstruction, compact storage, efficient computation, consistency for similar shapes, generalization across diverse shape categories, and inference from depth camera observations. Towards this end, we introduce Local Deep Implicit Functions (LDIF), a 3D shape representation that decomposes space into a structured set of learned implicit functions. We provide networks that infer the space decomposition and local deep implicit functions from a 3D mesh or posed depth image. During experiments, we find that it provides 10.3 points higher surface reconstruction accuracy (F-Score) than the state-of-the-art (OccNet), while requiring fewer than 1\% of the network parameters. Experiments on posed depth image completion and generalization to unseen classes show 15.8 and 17.8 point improvements over the state-of-the-art, while producing a structured 3D representation for each input with consistency across diverse shape collections. Kyle Genova, Forrester Cole, Avneesh Sud, Aaron Sarna, Thomas A. Funkhouser |
CVPR | 3 |
| 2020 | Local Implicit Grid Representations for 3D ScenesabstractShape priors learned from data are commonly used to reconstruct 3D objects from partial or noisy data. Yet no such shape priors are available for indoor scenes, since typical 3D autoencoders cannot handle their scale, complexity, or diversity. In this paper, we introduce Local Implicit Grid Representations, a new 3D shape representation designed for scalability and generality. The motivating idea is that most 3D surfaces share geometric details at some scale - i.e., at a scale smaller than an entire object and larger than a small patch. We train an autoencoder to learn an embedding of local crops of 3D shapes at that size. Then, we use the decoder as a component in a shape optimization that solves for a set of latent codes on a regular grid of overlapping crops such that an interpolation of the decoded local shapes matches a partial or noisy observation. We demonstrate the value of this proposed approach for 3D surface reconstruction from sparse point observations, showing significantly better results than alternative approaches. Chiyu Max Jiang, Avneesh Sud, Ameesh Makadia, Jingwei Huang 0001, Matthias Nießner, Thomas A. Funkhouser |
CVPR | 2 |
| 2020 | Log-Likelihood Ratio Minimizing Flows: Towards Robust and Quantifiable Neural Distribution AlignmentabstractDistribution alignment has many applications in deep learning, including domain adaptation and unsupervised image-to-image translation. Most prior work on unsupervised distribution alignment relies either on minimizing simple non-parametric statistical distances such as maximum mean discrepancy or on adversarial alignment. However, the former fails to capture the structure of complex real-world distributions, while the latter is difficult to train and does not provide any universal convergence guarantees or automatic quantitative validation procedures. In this paper, we propose a new distribution alignment method based on a log-likelihood ratio statistic and normalizing flows. We show that, under certain assumptions, this combination yields a deep neural likelihood-based minimization objective that attains a known lower bound upon convergence. We experimentally verify that minimizing the resulting objective results in domain alignment that preserves the local structure of input domains. Ben Usman, Avneesh Sud, Nick Dufour, Kate Saenko |
NeurIPS | 2 |
| 2019 | Cross-Domain 3D Equivariant Image EmbeddingsabstractSpherical convolutional networks have been introduced recently as tools to learn powerful feature representations of 3D shapes. Spherical CNNs are equivariant to 3D rotations making them ideally suited to applications where 3D data may be observed in arbitrary orientations. In this paper we learn 2D image embeddings with a similar equivariant structure: embedding the image of a 3D object should commute with rotations of the object. We introduce a cross-domain embedding from 2D images into a spherical CNN latent space. This embedding encodes images with 3D shape properties and is equivariant to 3D rotations of the observed object. The model is supervised only by target embeddings obtained from a spherical CNN pretrained for 3D shape classification. We show that learning a rich embedding for images with appropriate geometric structure is sufficient for tackling varied applications, such as relative pose estimation and novel view synthesis, without requiring additional task-specific supervision. Carlos Esteves, Avneesh Sud, Zhengyi Luo 0002, Kostas Daniilidis, Ameesh Makadia |
ICML | 2 |
| 2019 | Eyemotion: Classifying Facial Expressions in VR Using Eye-Tracking CamerasabstractOne of the main challenges of social interaction in virtual reality settings is that head-mounted displays occlude a large portion of the face, blocking facial expressions and thereby restricting social engagement cues among users. We present an algorithm to automatically infer expressions by analyzing only a partially occluded face while the user is engaged in a virtual reality experience. Specifically, we show that images of the user's eyes captured from an IR gaze-tracking camera within a VR headset are sufficient to infer a subset of facial expressions without the use of any fixed external camera. Using these inferences, we can generate dynamic avatars in real-time which function as an expressive surrogate for the user. We propose a novel data collection pipeline as well as a novel approach for increasing CNN accuracy via personalization. Our results show a mean accuracy of 74% (F1 of 0.73) among 5 'emotive' expressions and a mean accuracy of 70% (F1 of 0.68) among 10 distinct facial action units, outperforming human raters. Steven Hickson, Nick Dufour, Avneesh Sud, Vivek Kwatra, Irfan A. Essa |
WACV | 3 |
| 2014 | Using information scent and need for cognition to understand online search behaviorabstractThe purpose of this study is to investigate the extent to which two theories, Information Scent and Need for Cognition, explain people's search behaviors when interacting with search engine results pages (SERPs). Information Scent, the perception of the value of information sources, was manipulated by varying the number and distribution of relevant results on the first SERP. Need for Cognition (NFC), a personality trait that measures the extent to which a person enjoys cognitively effortful activities, was measured by a standardized scale. A laboratory experiment was conducted with forty-eight participants, who completed six open-ended search tasks. Results showed that while interacting with SERPs containing more relevant documents, participants examined more documents and clicked deeper in the search result list. When interacting with SERPs that contained the same number of relevant results distributed across different ranks, participants were more likely to abandon their queries when relevant documents appeared later on the SERP. With respect to NFC, participants with higher NFC paginated less frequently and paid less attention to results at lower ranks than those with lower NFC. The interaction between NFC and the number of relevant results on the SERP affected the time spent on searching and a participant's likelihood to reformulate, paginate and stop. Our findings suggest evaluating system effectiveness based on the first page of results, even for tasks that require the user to view multiple documents, and varying interface features based on NFC. Wan-Ching Wu, Diane Kelly 0001, Avneesh Sud |
SIGIR | 3 |
| 2013 | MagicBrush: image search by color sketchabstractIn this paper, we showcase the MagicBrush system, a novel painting-based image search engine. This system enables users to draw a color sketch as a query to find images. Different from existing works on sketch-based image retrieval, most of which focus on matching the shape structure without carefully considering other important visual modalities, MagicBrush takes into account the indispensable value of "color" related to "shape", and explores to make use of both the shape and color expectations that users usually have when they're imaging or searching for an image. To achieve this, we 1) develop a user-friendly interface to allow users to easily "paint out" their colorful visual expectations; 2) design a compact feature "color-edge word" to encode both shape and color information in a organic way; and 3) develop a novel matching and index structure to support a real-time response in 6.4 million images. By taking into account both shape and color information, the MagicBrush system helps users to vividly present what they are imagining, and retrieve images in a more natural way. Xinghai Sun, Changhu Wang, Avneesh Sud, Chao Xu 0006, Lei Zhang 0001 |
ACM Multimedia | 3 |
| 2013 | Explicit feedback in local search tasksabstractModern search engines make extensive use of people's contextual information to finesse result rankings. Using a searcher's location provides an especially strong signal for adjusting results for certain classes of queries where people may have clear preference for local results, without explicitly specifying the location in the query direct-ly. However, if the location estimate is inaccurate or searchers want to obtain many results from a particular location, they have limited control on the location focus in the search results returned. In this paper we describe a user study that examines the effect of offering searchers more control over how local preferences are gathered and used. We studied providing users with functionality to offer explicit relevance feedback (ERF) adjacent to results automatically identi-fied as location-dependent (i.e., more from this location). They can use this functionality to indicate whether they are interested in a particular search result and desire more results from that result's location. We compared the ERF system against a baseline (NoERF) that used the same underlying mechanisms to retrieve and rank results, but did not offer ERF support. User performance was as-sessed across 12 experimental participants over 12 location-sensitive topics, in a fully counter-balanced design. We found that participants interacted with ERF frequently, and there were signs that ERF has the potential to improve success rates and lead to more efficient searching for location-sensitive search tasks than NoERF. Dmitry Lagun, Avneesh Sud, Ryen W. White, Peter Bailey, Georg Buscher |
SIGIR | 2 |
| 2009 | Interactive Navigation of Heterogeneous Agents Using Adaptive RoadmapsabstractWe present a novel algorithm for collision-free navigation of a large number of independent agents in complex and dynamic environments. We introduce adaptive roadmaps to perform global path planning for each agent simultaneously. Our algorithm takes into account dynamic obstacles and interagents interaction forces to continuously update the roadmap based on a physically-based dynamics simulator. In order to efficiently update the links, we perform adaptive particle-based sampling along the links. We also introduce the notion of 'link bands' to resolve collisions among multiple agents. In practice, our algorithm can perform real-time navigation of hundreds and thousands of human agents in indoor and outdoor scenes. Russell Gayle, Avneesh Sud, Stephen J. Guy, Ming C. Lin, Dinesh Manocha |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2008 | Real-Time Path Planning in Dynamic Virtual Environments Using Multiagent Navigation GraphsabstractWe present a novel approach for efficient path planning and navigation of multiple virtual agents in complex dynamic scenes. We introduce a new data structure, Multi-agent Navigation Graph (MaNG), which is constructed using first- and second-order Voronoi diagrams. The MaNG is used to perform route planning and proximity computations for each agent in real time. Moreover, we use the path information and proximity relationships for local dynamics computation of each agent by extending a social force model [Helbing05]. We compute the MaNG using graphics hardware and present culling techniques to accelerate the computation. We also address undersampling issues and present techniques to improve the accuracy of our algorithm. Our algorithm is used for real-time multi-agent planning in pursuit-evasion, terrain exploration and crowd simulation scenarios consisting of hundreds of moving agents, each with a distinct goal. Avneesh Sud, Sean Curtis, Ming C. Lin, Dinesh Manocha |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2007 | Surface distance mapsabstractWe present a new parameterized representation called surface distance maps for distance computations on piecewise 2-manifold primitives. Given a set of orientable 2-manifold primitives, the surface distance map represents the (non-zero) signed distance-to-closest-primitive mapping at each point on a 2-manifold. The distance mapping is computed from each primitive to the set of remaining primitives. We present an interactive algorithm for computing the surface distance map of triangulated meshes using graphics hardware. We precompute a surface parameterization and use the it to define an affine transformation for each mesh primitive. Our algorithm efficiently computes the distance field by applying this affine transformation to the distance functions of the primitives and evaluating these functions using texture mapping hardware. In practice, our algorithm can compute very high resolution surface distance maps at interactive rates and provides tight error bounds on their accuracy. We use surface distance maps for path planning and proximity query computation among complex models in dynamic environments. Our approach can perform planning and proximity queries in a dynamic environment with hundreds of objects at interactive rates and offer significant speedups over prior algorithms. Avneesh Sud, Naga K. Govindaraju, Russell Gayle, Dinesh Manocha |
Graphics Interface | 1 |
| 2007 | Efficient Motion Planning of Highly Articulated Chains using Physics-based SamplingabstractWe present a novel motion planning algorithm that efficiently generates physics-based samples in a kinematically and dynamically constrained space of a highly articulated chain. Similar to prior kinodynamic planning methods, the sampled nodes in our roadmaps are generated based on dynamic simulation. Moreover, we bias these samples by using constraint forces designed to avoid collisions while moving toward the goal configuration. We adaptively reduce the complexity of the state space by determining a subset of joints that contribute most towards the motion and only simulate these joints. Based on these configurations, we compute a valid path that satisfies non-penetration, kinematic, and dynamics constraints. Our approach can be easily combined with a variety of motion planning algorithms including probabilistic roadmaps (PRMs) and rapidly-exploring random trees (RRTs) and applied to articulated robots with hundreds of joints. We demonstrate the performance of our algorithm on several challenging benchmarks Russell Gayle, Stéphane Redon, Avneesh Sud, Ming C. Lin, Dinesh Manocha |
ICRA | 3 |
| 2007 | Reactive deformation roadmaps: motion planning of multiple robots in dynamic environmentsabstractWe present a novel algorithm for motion planning of multiple robots amongst dynamic obstacles. Our approach is based on a new roadmap representation that uses deformable links and dynamically retracts to capture the connectivity of the free space. We use Newtonian physics and Hooke's Law to update the position of the milestones and deform the links in response to the motion of other robots and the obstacles. Based on this roadmap representation, we describe our planning algorithms that can compute collision-free paths for tens of robots in complex dynamic environments. Russell Gayle, Avneesh Sud, Ming C. Lin, Dinesh Manocha |
IROS | 2 |
| 2007 | Real-time Path Planning for Virtual Agents in Dynamic EnvironmentsabstractWe present a novel approach for real-time path planning of multiple virtual agents in complex dynamic scenes. We introduce a new data structure, Multi-agent Navigation Graph (MaNG), which is constructed from the first- and second-order Voronoi diagrams. The MaNG is used to perform route planning and proximity computations for each agent in real time. We compute the MaNG using graphics hardware and present culling techniques to accelerate the computation. We also address undersampling issues for accurate computation. Our algorithm is used for real-time multi-agent planning in pursuit-evasion and crowd simulation scenarios consisting of hundreds of moving agents, each with a distinct goal Avneesh Sud, Sean Curtis, Ming C. Lin, Dinesh Manocha |
VR | 1 |
| 2007 | Real-time navigation of independent agents using adaptive roadmapsabstractWe present a novel algorithm for navigating a large number of independent agents in complex and dynamic environments. We compute adaptive roadmaps to perform global path planning for each agent simultaneously. We take into account dynamic obstacles and inter-agents interaction forces to continuously update the roadmap by using a physically-based agent dynamics simulator. We also introduce the notion of 'link bands' for resolving collisions among multiple agents. We present efficient techniques to compute the guiding path forces and perform lazy updates to the roadmap. In practice, our algorithm can perform real-time navigation of hundreds and thousands of human agents in indoor and outdoor scenes. Avneesh Sud, Russell Gayle, Stephen J. Guy, Ming C. Lin, Dinesh Manocha |
VRST | 1 |
| 2006 | Interactive 3D distance field computation using linear factorizationabstractWe present an interactive algorithm to compute discretized 3D Euclidean distance fields. Given a set of piecewise linear geometric primitives, our algorithm computes the distance field for each slice of a uniform spatial grid. We express the non-linear distance function of each primitive as a dot product of linear factors. The linear terms are efficiently computed using texture mapping hardware. We also improve the performance by using culling techniques that reduce the number of distance function evaluations using bounds on Voronoi regions of the primitives. Our algorithm involves no preprocessing and is able to handle complex deforming models at interactive rates. We have implemented our algorithm on a PC with NVIDIA GeForce 7800 GPU and applied it to models composed of thousands of triangles. We demonstrate its application to medial axis approximation and proximity computations between rigid and deformable models. In practice, our algorithm is more accurate and almost one order of magnitude faster as compared to previous distance computation algorithms that use graphics hardware. Avneesh Sud, Naga K. Govindaraju, Russell Gayle, Dinesh Manocha |
SI3D | 1 |
| 2006 | Fast proximity computation among deformable models using discrete Voronoi diagramsabstractWe present novel algorithms to perform collision and distance queries among multiple deformable models in dynamic environments. These include inter-object queries between different objects as well as intra-object queries. We describe a unified approach to compute these queries based on N-body distance computation and use properties of the 2 nd order discrete Voronoi diagram to perform N-body culling. Our algorithms involve no preprocessing and also work well on models with changing topologies. We can perform all proximity queries among complex deformable models consisting of thousands of triangles in a fraction of a second on a high-end PC. Moreover, our Voronoi-based culling algorithm can improve the performance of separation distance and penetration queries by an order of magnitude. Avneesh Sud, Naga K. Govindaraju, Russell Gayle, Ilknur Kabul, Dinesh Manocha |
ACM Trans. Graph. | 1 |
| 2005 | Homotopy-preserving medial axis simplificationabstractWe present a novel algorithm to compute a simplified medial axis of a polyhedron. Our simplification algorithm tends to remove unstable features of Blum's medial axis. Moreover, our algorithm preserves the topological structure of the original medial axis and ensures that the simplified medial axis has the same homotopy type as Blum's medial axis. We use the separation angle formed by connecting a point on the medial axis to closest points on the boundary as a measure of the stability of the medial axis at the point. The medial axis is decomposed into its parts that are the sheets, seams and junctions. We present a stability measure of each part of the medial axis based on separation angles and examine the relation between the stability measures of adjacent parts. Our simplification algorithm uses iterative pruning of the parts based on efficient local tests. We have applied the algorithm to compute a simplified medial axis of complex models with tens of thousands of triangles and complex topologies. Avneesh Sud, Mark Foskey, Dinesh Manocha |
Symposium on Solid and Physical Modeling | 1 |
| 2004 | Haptic Display of Interaction between Textured ModelsabstractSurface texture is among the most salient haptic characteristics of objects; it can induce vibratory contact forces that lead to perception of roughness. We present a new algorithm to display haptic texture information resulting from the interaction between two textured objects. We compute contact forces and torques using low-resolution geometric representations along with texture images that encode surface details. We also introduce a novel force model based on directional penetration depth and describe an efficient implementation on programmable graphics hardware that enables interactive haptic texture rendering of complex models. Our force model takes into account important factors identified by psychophysics studies and is able to haptically display interaction due to fine surface textures that previous algorithms do not capture. Miguel A. Otaduy, Nitin Jain, Avneesh Sud, Ming C. Lin |
IEEE Visualization | 3 |
| 2004 | DiFi: Fast 3D Distance Field Computation Using Graphics HardwareabstractAbstract We present an algorithm for fast computation of discretized 3D distance fields using graphics hardware. Given a set of primitives and a distance metric, our algorithm computes the distance field for each slice of a uniform spatial grid baly rasterizing the distance functions of the primitives. We compute bounds on the spatial extent of the Voronoi region of each primitive. These bounds are used to cull and clamp the distance functions rendered for each slice. Our algorithm is applicable to all geometric models and does not make any assumptions about connectivity or a manifold representation. We have used our algorithm to compute distance fields of large models composed of tens of thousands of primitives on high resolution grids. Moreover, we demonstrate its application to medial axis evaluation and proximity computations. As compared to earlier approaches, we are able to achieve an order of magnitude improvement in the running time. Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Distance fields, Voronoi regions, graphics hardware, proximity computations Avneesh Sud, Miguel A. Otaduy, Dinesh Manocha |
Comput. Graph. Forum | 1 |
| 2003 | Interactive visibility culling in complex environments using occlusion-switchesabstractWe present occlusion-switches for interactive visibility culling in complex 3D environments. An occlusion-switch consists of two GPUs (graphics processing units) and each GPU is used to either compute an occlusion representation or cull away primitives not visible from the current viewpoint. Moreover, we switch the roles of each GPU between successive frames. The visible primitives are rendered in parallel on a third GPU. We utilize frame-to-frame coherence to lower the communication overhead between different GPUs and improve the overall performance. The overall visibility culling algorithm is conservative up to image-space precision. This algorithm has been combined with levels-of-detail and implemented on three networked PCs, each consisting of a single GPU. We highlight its performance on complex environments composed of tens of millions of triangles. In practice, it is able to render these environments at interactive rates with little loss in image quality. Naga K. Govindaraju, Avneesh Sud, Sung-Eui Yoon, Dinesh Manocha |
SI3D | 2 |
| 2003 | Interactive shadow generation in complex environmentsabstractWe present a new algorithm for interactive generation of hard-edged, umbral shadows in complex environments with a moving light source. Our algorithm uses a hybrid approach that combines the image quality of object-precision methods with the efficiencies of image-precision techniques. We present an algorithm for computing a compact potentially visible set (PVS) using levels-of-detail (LODs) and visibility culling. We use the PVSs computed from both the eye and the light in a novel cross-culling algorithm that identifies a reduced set of potential shadow-casters and shadow-receivers. Finally, we use a combination of shadow-polygons and shadow maps to generate shadows. We also present techniques for LOD-selection to minimize possible artifacts arising from the use of LODs. Our algorithm can generate sharp shadow edges and reduces the aliasing in pure shadow map approaches. We have implemented the algorithm on a three-PC system with NVIDIA GeForce 4 cards. We achieve 7--25 frames per second in three complex environments composed of millions of triangles. Naga K. Govindaraju, Brandon Lloyd, Sung-Eui Yoon, Avneesh Sud, Dinesh Manocha |
ACM Trans. Graph. | 4 |