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Paul S. Heckbert

dblp:75/4089 · DBLP profile ↗
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11ranked-venue papers
7as first author
0since 2021 · last 2001
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 10 · 7 first-authorHuman-computer interaction and ubiquitous computing · 9 · 5 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
7 papers
Geometric modeling and processing · 55% Rendering · 28% Visualization and visual analytics · 9%

Topics — the 15 heaviest of 15, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › mesh processing
mesh simplification
0.011997
Surface simplification using quadric error metrics · SIGGRAPH 1997
Geometric modeling and processing › mesh processing › mesh simplification
quadric error metric
0.011997
Surface simplification using quadric error metrics · SIGGRAPH 1997
Rendering
ray tracing
0.031990
Adaptive radiosity textures for bidirectional ray tracing · SIGGRAPH 1990
Ray tracing JELL-OTM Brand Gelatin · SIGGRAPH 1987
Beam tracing polygonal objects · SIGGRAPH 1984
Geometric modeling and processing
direct manipulation
0.011994
Using particles to sample and control implicit surfaces · SIGGRAPH 1994
Geometric modeling and processing
implicit surface
0.011994
Using particles to sample and control implicit surfaces · SIGGRAPH 1994
Visualization and visual analytics
particle-based sampling
0.011994
Using particles to sample and control implicit surfaces · SIGGRAPH 1994
Geometric modeling and processing › mesh processing › surface mesh processing
surface sampling
0.011994
Using particles to sample and control implicit surfaces · SIGGRAPH 1994
Rendering
global illumination
0.011990
Adaptive radiosity textures for bidirectional ray tracing · SIGGRAPH 1990
Rendering › global illumination
radiosity
0.011990
Adaptive radiosity textures for bidirectional ray tracing · SIGGRAPH 1990
Rendering › ray tracing
ray-surface intersection
0.011987
Ray tracing JELL-OTM Brand Gelatin · SIGGRAPH 1987
Image and video processing
image filtering
0.011986
Filtering by repeated integration · SIGGRAPH 1986
Image and video processing › image filtering
space-variant filtering
0.011986
Filtering by repeated integration · SIGGRAPH 1986
Rendering › ray tracing
beam tracing
0.011984
Beam tracing polygonal objects · SIGGRAPH 1984
Image and video coding › quantization › image quantization
color quantization
0.011982
Color image quantization for frame buffer display · SIGGRAPH 1982
Rendering › display systems
frame buffer display
0.011982
Color image quantization for frame buffer display · SIGGRAPH 1982

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

quadric error metrics · 0.0particle repulsion · 0.0fission and killing · 0.0adaptive radius · 0.0adaptive radiosity textures · 0.0summed area table · 0.0piecewise polynomial kernels · 0.0tapered quantization · 0.0adaptive quantization · 0.0
YearPublicationVenuePosition
2001 Hierarchical face clustering on polygonal surfaces
abstract
Many graphics applications, and interactive systems in particular, rely on hierarchical surface representations to efficiently process very complex models. Considerable attention has been focused on hierarchies of surface approximations and their construction via automatic surface simplification. Such representations have proven effective for adapting the level of detail used in real time display systems. However, other applications such as raytracing, collision detection, and radiosity benefit from an alternative multiresolution framework: hierarchical partitions of the original surface geometry. We present a new method for representing a hierarchy of regions on a polygonal surface which partition that surface into a set of face clusters. These clusters, which are connected sets of faces, represent the aggregate properties of the original surface a different scales rather than providing geometric approximations of varying complexity. We also describe the combination of an effective error metric and a novel algorithm for constructing these hierarchies.
Michael Garland, Andrew J. Willmott, Paul S. Heckbert
SI3D3
1999 Optimal triangulation and quadric-based surface simplification
Paul S. Heckbert, Michael Garland
Comput. Geom.1
1998 Simplifying surfaces with color and texture using quadric error metrics
abstract
There are a variety of application areas in which there is a need for simplifying complex polygonal surface models. These models often have material properties such as colors, textures, and surface normals. Our surface simplification algorithm, based on iterative edge contraction and quadric error metrics, can rapidly produce high quality approximations of such models. We present a natural extension of our original error metric that can account for a wide range of vertex attributes.
Michael Garland, Paul S. Heckbert
IEEE Visualization2
1997 Surface simplification using quadric error metrics
abstract
Many applications in computer graphics require complex, highly detailed models. However, the level of detail actually necessary may vary considerably. To control processing time, it is often desirable to use approximations in place of excessively detailed models. We have developed a surface simplification algorithm which can rapidly produce high quality approximations of polygonal models. The algorithm uses iterative contractions of vertex pairs to simplify models and maintains surface error approximations using quadric matrices. By contracting arbitrary vertex pairs (not just edges), our algorithm is able to join unconnected regions of models. This can facilitate much better approximations, both visually and with re-spect to geometric error. In order to allow topological joining, our system also supports non-manifold surface models.
Michael Garland, Paul S. Heckbert
SIGGRAPH2
1994 Using particles to sample and control implicit surfaces
abstract
We present a new particle-based approach to sampling and controlling implicit surfaces.A simple constraint locks a set of particles onto a surface while the particles and the surface move.We use the constraint to make surfaces follow particles, and to make particles follow surfaces.We implement control points for direct manipulation by specifying particle motions, then solving for surface motion that maintains the constraint.For sampling and rendering, we run the constraint in the other direction, creating floater particles that roam freely over the surface.Local repulsion is used to make floaters spread evenly across the surface.By varying the radius of repulsion adaptively, and fissioning or killing particles based on the local density, we can achieve good sampling distributions very rapidly, and maintain them even in the face of rapid and extreme deformations and changes in surface topology.
Andrew P. Witkin, Paul S. Heckbert
SIGGRAPH2
1992 Radiosity in Flatland
abstract
Abstract The radiosity method for the simulation of interreflection of light between diffuse surfaces is such a common image synthesis technique that its derivation is worthy of study. We here examine the radiosity method in a two dimensional, flatland world. It is shown that the radiosity method is a simple finite element method for the solution of the integral equation governing global illumination. These two‐dimensional studies help explain the radiosity method in general and suggest a number of improvements to existing algorithms. In particular, radiosity solutions can be improved using a priori discontinuity meshing , placing mesh boundaries on discontinuities such as shadow edges. When discontinuity meshing is used along with piecewise‐linear approximations instead of the current piecewise‐constant approximations, the accuracy of radiosity simulations can be greatly increased.
Paul S. Heckbert
Comput. Graph. Forum1
1990 Adaptive radiosity textures for bidirectional ray tracing
abstract
We present a rendering method designed to provide accurate, general simulation of global illumination for realistic image synthesis. Separating surface interaction into diffuse plus specular, we compute the specular component on the fly, as in ray tracing, and store the diffuse component (the radiosity) for later-reuse, similar to a radiosity algorithm. Radiosities are stored in adaptive radiosity textures (rexes)1 that record the pattern of light and shadow on every diffuse surface in the scene. They adaptively subdivide themselves to the appropriate level of detail for the picture being made, resolving sharp shadow edges automatically.We use a three-pass, bidirectional ray tracing algorithm that traces rays from both the lights and the eye. The "size pass" records visibility information on diffuse surfaces; the "light pass" progressively traces rays from lights and bright surfaces to deposit photons on diffuse surfaces to construct the radiosity textures; and the "eye pass" traces rays from the eye, collecting light from diffuse surfaces to make a picture.
Paul S. Heckbert
SIGGRAPH1
1987 Ray tracing JELL-OTM Brand Gelatin
abstract
Ray tracing has established itself in recent years as the most general image synthesis algorithm. Researchers have investigated ray-surface intersection calculations for a number of surface primitives, including checkerboards, glass balls, green fractal hills, mandrills, abstract blue surfaces, more glass balls, robot arms, pool balls, low-resolution clouds, morphine molecules, aquatic blobby things making strange noises, fantastic cities, and running skeletons. Unfortunately, nobody has ray traced any food. The Dessert Realism Project here at Pixar is addressing this problem. This paper presents new technology for ray tracing Jell-O® brand gelatin. We believe the method may have application to other brands of gelatin and perhaps pudding as well.
Paul S. Heckbert
SIGGRAPH1
1986 Filtering by repeated integration
abstract
Many applications of digital filtering require a space variant filter - one whose shape or size varies with position. The usual algorithm for such filters, direct convolution, is very costly for wide kernels. Image prefiltering provides an efficient alternative. We explore one prefiltering technique, repeated integration, which is a generalization of Crow's summed area table.We find that convolution of a signal with any piecewise polynomial kernel of degree n--1 can be computed by integrating the signal n times and point sampling it several times for each output sample. The use of second or higher order integration permits relatively high quality filtering. The advantage over direct convolution is that the cost of repeated integration filtering does not increase with filter width. Generalization to two-dimensional image filtering is straightforward. Implementations of the simple technique are presented in both preprocessing and stream processing styles.
Paul S. Heckbert
SIGGRAPH1
1984 Beam tracing polygonal objects
abstract
Ray tracing has produced some of the most realistic computer generated pictures to date. They contain surface texturing, local shading, shadows, reflections and refractions. The major disadvantage of ray tracing results from its point-sampling approach. Because calculation proceeds ab initio at each pixel it is very CPU intensive and may contain noticeable aliasing artifacts. It is difficult to take advantage of spatial coherence because the shapes of reflections and refractions from curved surfaces are so complex.
Paul S. Heckbert, Pat Hanrahan
SIGGRAPH1
1982 Color image quantization for frame buffer display
abstract
Algorithms for adaptive, tapered quantization of color images are described. The research is motivated by the desire to display high-quality reproductions of color images with small frame buffers. It is demonstrated that many color images which would normally require a frame buffer having 15 bits per pixel can be quantized to 8 or fewer bits per pixel with little subjective degradation. In most cases, the resulting images look significantly better than those made with uniform quantization.
Paul S. Heckbert
SIGGRAPH1