EDBT 2026 Demo / reviewers in the wild / expert
Charles T. Loop
dblp:94/6888
· DBLP profile ↗
28ranked-venue papers
13as first author
3since 2021 · last 2023
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 24 · 13 first-author · 1 since 2021Artificial intelligence and machine learning · 5 · 1 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 4 · 2 first-authorSystems, architecture and hardware · 1 · 1 since 2021
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
12 papers |
Rendering · 60% Geometric modeling and processing · 30% Virtual and augmented reality · 10% | |
| Artificial intelligence
5 papers |
3D vision · 78% Robot manipulation · 18% Autonomous driving · 5% |
Topics — the 30 heaviest of 38, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision › neural radiance field
neural radiance field reconstruction |
0.7 | 1 | 2023 | RGB-Only Reconstruction of Tabletop Scenes for Collision-Free Manipulator Control · ICRA 2023 |
Rendering
real-time rendering |
0.6 | 2 | 2021 | Neural Geometric Level of Detail: Real-Time Rendering With Implicit 3D Shapes · CVPR 2021 Feature-adaptive GPU rendering of Catmull-Clark subdivision surfaces · ACM Trans. Graph. 2012 |
Computer vision › 3D vision › stereo vision › stereo matching
disparity refinement |
0.6 | 1 | 2022 | Displacement-Invariant Cost Computation for Stereo Matching · Int. J. Comput. Vis. 2022 |
Computer vision › 3D vision › stereo vision
stereo matching |
0.6 | 1 | 2022 | Displacement-Invariant Cost Computation for Stereo Matching · Int. J. Comput. Vis. 2022 |
Geometric modeling and processing
implicit surface |
0.5 | 1 | 2021 | Neural Geometric Level of Detail: Real-Time Rendering With Implicit 3D Shapes · CVPR 2021 |
Rendering
level of detail |
0.5 | 1 | 2021 | Neural Geometric Level of Detail: Real-Time Rendering With Implicit 3D Shapes · CVPR 2021 |
Rendering
neural rendering |
0.5 | 1 | 2021 | Neural Geometric Level of Detail: Real-Time Rendering With Implicit 3D Shapes · CVPR 2021 |
Geometric modeling and processing › shape representation › implicit representation › signed distance function
neural signed distance function |
0.5 | 1 | 2021 | Neural Geometric Level of Detail: Real-Time Rendering With Implicit 3D Shapes · CVPR 2021 |
Computer vision › 3D vision
3d reconstruction |
0.4 | 2 | 2016 | Holoportation: Virtual 3D Teleportation in Real-time · UIST 2016 Real-time non-rigid reconstruction using an RGB-D camera · ACM Trans. Graph. 2014 |
Rendering › graphics hardware
hardware tessellation |
0.3 | 3 | 2013 | Analytic displacement mapping using hardware tessellation · ACM Trans. Graph. 2013 Approximating subdivision surfaces with Gregory patches for hardware tessellation · ACM Trans. Graph. 2009 Approximating Catmull-Clark subdivision surfaces with bicubic patches · ACM Trans. Graph. 2008 |
Rendering
GPU rendering |
0.3 | 2 | 2013 | Analytic displacement mapping using hardware tessellation · ACM Trans. Graph. 2013 Feature-adaptive GPU rendering of Catmull-Clark subdivision surfaces · ACM Trans. Graph. 2012 |
Rendering
surface rendering |
0.3 | 2 | 2013 | Analytic displacement mapping using hardware tessellation · ACM Trans. Graph. 2013 Feature-adaptive GPU rendering of Catmull-Clark subdivision surfaces · ACM Trans. Graph. 2012 |
Computer vision › 3D vision › 3d reconstruction › volumetric reconstruction
real-time volumetric reconstruction |
0.2 | 1 | 2016 | Holoportation: Virtual 3D Teleportation in Real-time · UIST 2016 |
Virtual and augmented reality › telepresence
3d telepresence |
0.2 | 1 | 2016 | Holoportation: Virtual 3D Teleportation in Real-time · UIST 2016 |
Virtual and augmented reality
telepresence |
0.2 | 1 | 2016 | Holoportation: Virtual 3D Teleportation in Real-time · UIST 2016 |
Computer vision › 3D vision › 3d reconstruction
non-rigid reconstruction |
0.2 | 1 | 2014 | Real-time non-rigid reconstruction using an RGB-D camera · ACM Trans. Graph. 2014 |
Computer vision › 3D vision › 3d reconstruction › multimodal 3d reconstruction
RGB-D reconstruction |
0.2 | 1 | 2014 | Real-time non-rigid reconstruction using an RGB-D camera · ACM Trans. Graph. 2014 |
Geometric modeling and processing
subdivision surfaces |
0.2 | 2 | 2009 | Approximating subdivision surfaces with Gregory patches for hardware tessellation · ACM Trans. Graph. 2009 Approximating Catmull-Clark subdivision surfaces with bicubic patches · ACM Trans. Graph. 2008 |
Rendering › texture mapping
displacement mapping |
0.2 | 1 | 2013 | Analytic displacement mapping using hardware tessellation · ACM Trans. Graph. 2013 |
Geometric modeling and processing › subdivision surfaces
catmull-clark subdivision |
0.1 | 1 | 2012 | Feature-adaptive GPU rendering of Catmull-Clark subdivision surfaces · ACM Trans. Graph. 2012 |
Rendering › surface rendering
subdivision surface rendering |
0.1 | 1 | 2012 | Feature-adaptive GPU rendering of Catmull-Clark subdivision surfaces · ACM Trans. Graph. 2012 |
Immersive interaction
augmented reality interaction |
0.1 | 1 | 2016 | Holoportation: Virtual 3D Teleportation in Real-time · UIST 2016 |
Geometric modeling and processing › deformation
as-rigid-as-possible deformation |
0.1 | 1 | 2014 | Real-time non-rigid reconstruction using an RGB-D camera · ACM Trans. Graph. 2014 |
Geometric modeling and processing
deformation |
0.1 | 1 | 2014 | Real-time non-rigid reconstruction using an RGB-D camera · ACM Trans. Graph. 2014 |
Rendering › geometric rendering
curve rendering |
0.1 | 1 | 2005 | Resolution independent curve rendering using programmable graphics hardware · ACM Trans. Graph. 2005 |
Computer vision › 3D vision › stereo vision
image rectification |
0.0 | 1 | 1999 | Computing Rectifying Homographies for Stereo Vision · CVPR 1999 |
Computer vision › 3D vision
stereo vision |
0.0 | 1 | 1999 | Computing Rectifying Homographies for Stereo Vision · CVPR 1999 |
Computational geometry › projective geometry
projective transformation |
0.0 | 1 | 1999 | Computing Rectifying Homographies for Stereo Vision · CVPR 1999 |
Geometric modeling and processing › shape modeling › parametric modeling › spline surfaces
spline surface construction |
0.0 | 2 | 1994 | Smooth spline surfaces over irregular meshes · SIGGRAPH 1994 Generalized B-spline surfaces of arbitrary topology · SIGGRAPH 1990 |
Geometric modeling and processing › shape modeling › parametric modeling
bézier curves |
0.0 | 1 | 2005 | Resolution independent curve rendering using programmable graphics hardware · ACM Trans. Graph. 2005 |
Methods — techniques the papers use, named apart from their topics
qualitative study · 0.8depth camera · 0.8neural radiance field · 0.7model predictive control · 0.7euclidean signed distance function · 0.7entropy-based refinement · 0.62d convolution · 0.6sparse octree traversal · 0.5octree-based feature volume · 0.5SDF interpolation · 0.5stereo matching · 0.4as-rigid-as-possible framework · 0.4GPU pipeline · 0.4mip hierarchy · 0.2adaptive tessellation · 0.2homography decomposition · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | RGB-Only Reconstruction of Tabletop Scenes for Collision-Free Manipulator ControlabstractWe present a system for collision-free control of a robot manipulator that uses only RGB views of the world. Perceptual input of a tabletop scene is provided by multiple images of an RGB camera (without depth) that is either handheld or mounted on the robot end effector. A NeRF-like process is used to reconstruct the 3D geometry of the scene, from which the Euclidean full signed distance function (ESDF) is computed. A model predictive control algorithm is then used to control the manipulator to reach a desired pose while avoiding obstacles in the ESDF. We show results on a real dataset collected and annotated in our lab. Our results are also available at https://ngp-mpc.github.io/. Zhenggang Tang, Balakumar Sundaralingam, Jonathan Tremblay, Bowen Wen, Stephen Tyree, Charles T. Loop, Alexander G. Schwing, Stanley T. Birchfield |
ICRA | 7 |
| 2022 | Displacement-Invariant Cost Computation for Stereo MatchingabstractAbstract Although deep learning-based methods have dominated stereo matching leaderboards by yielding unprecedented disparity accuracy, their inference time is typically slow, i.e., less than 4 FPS for a pair of 540p images. The main reason is that the leading methods employ time-consuming 3D convolutions applied to a 4D feature volume. A common way to speed up the computation is to downsample the feature volume, but this loses high-frequency details. To overcome these challenges, we propose a displacement-invariant cost computation module to compute the matching costs without needing a 4D feature volume. Rather, costs are computed by applying the same 2D convolution network on each disparity-shifted feature map pair independently. Unlike previous 2D convolution-based methods that simply perform context mapping between inputs and disparity maps, our proposed approach learns to match features between the two images. We also propose an entropy-based refinement strategy to refine the computed disparity map, which further improves the speed by avoiding the need to compute a second disparity map on the right image. Extensive experiments on standard datasets (SceneFlow, KITTI, ETH3D, and Middlebury) demonstrate that our method achieves competitive accuracy with much less inference time. On typical image sizes (e.g., $$540\times 960$$ 540 × 960 ), our method processes over 100 FPS on a desktop GPU, making our method suitable for time-critical applications such as autonomous driving. We also show that our approach generalizes well to unseen datasets, outperforming 4D-volumetric methods. We will release the source code to ensure the reproducibility. Yiran Zhong, Charles T. Loop, Wonmin Byeon, Stanley T. Birchfield, Yuchao Dai, Kaihao Zhang, Alexey Kamenev, Thomas M. Breuel, Hongdong Li, Jan Kautz |
Int. J. Comput. Vis. | 2 |
| 2021 | Neural Geometric Level of Detail: Real-Time Rendering With Implicit 3D ShapesabstractNeural signed distance functions (SDFs) are emerging as an effective representation for 3D shapes. State-of-the-art methods typically encode the SDF with a large, fixed-size neural network to approximate complex shapes with implicit surfaces. Rendering with these large networks is, however, computationally expensive since it requires many forward passes through the network for every pixel, making these representations impractical for real-time graphics. We introduce an efficient neural representation that, for the first time, enables real-time rendering of high-fidelity neural SDFs, while achieving state-of-the-art geometry reconstruction quality. We represent implicit surfaces using an octree-based feature volume which adaptively fits shapes with multiple discrete levels of detail (LODs), and enables continuous LOD with SDF interpolation. We further develop an efficient algorithm to directly render our novel neural SDF representation in real-time by querying only the necessary LODs with sparse octree traversal. We show that our representation is 2–3 orders of magnitude more efficient in terms of rendering speed compared to previous works. Furthermore, it produces state-of-the-art reconstruction quality for complex shapes under both 3D geometric and 2D image-space metrics. Towaki Takikawa, Joey Litalien, Kangxue Yin, Karsten Kreis, Charles T. Loop, Derek Nowrouzezahrai, Alec Jacobson, Morgan McGuire, Sanja Fidler |
CVPR | 5 |
| 2020 | NRMVS: Non-Rigid Multi-View StereoabstractMulti-view Stereo (MVS) is a common solution in photogrammetry applications for the dense reconstruction of a static scene from images. The static scene assumption, however, limits the general applicability of MVS algorithms, as many day-to-day scenes undergo non-rigid motion, e.g., clothes, faces, or human bodies. In this paper, we open up a new challenging direction: Dense 3D reconstruction of scenes with non-rigid changes observed from a small number of images sparsely captured from different views with a single monocular camera, which we call non-rigid multi-view stereo (NRMVS) problem. We formulate this problem as a joint optimization of deformation and depth estimation, using deformation graphs as the underlying representation. We propose a new sparse 3D to 2D matching technique with a dense patch-match evaluation scheme to estimate the most plausible deformation field satisfying depth and photometric consistency. We show that a dense reconstruction of a scene with non-rigid changes from a few images is possible, and demonstrate that our method can be used to interpolate novel deformed scenes from various combinations of deformation estimates derived from the sparse views. Matthias Innmann, Jinwei Gu, Matthias Nießner, Charles T. Loop, Marc Stamminger, Jan Kautz |
WACV | 5 |
| 2016 | A Closed-Form Bayesian Fusion Equation Using Occupancy ProbabilitiesabstractWe present a new mathematical framework for multi-view surface reconstruction from a set of calibrated color and depth images. We estimate the occupancy probability of points in space along sight rays, and combine these estimates using a normalized product derived from Bayes' rule. The advantage of this approach is that the free space constraint is a natural consequence of the formulation, and not a separate logical operation. We present a single closed form implicit expression for the reconstructed surface in terms of the image data and camera projections, making analytic properties such as surface normals not only easy to compute, but exact. This expression can be efficiently evaluated on the GPU, making it ideal for high performance real-time applications, such as live human body capture for immersive telepresence. Charles T. Loop, Qin Cai, Sergio Orts, Philip A. Chou |
3DV | 1 |
| 2016 | Holoportation: Virtual 3D Teleportation in Real-timeabstractWe present an end-to-end system for augmented and virtual reality telepresence, called Holoportation. Our system demonstrates high-quality, real-time 3D reconstructions of an entire space, including people, furniture and objects, using a set of new depth cameras. These 3D models can also be transmitted in real-time to remote users. This allows users wearing virtual or augmented reality displays to see, hear and interact with remote participants in 3D, almost as if they were present in the same physical space. From an audio-visual perspective, communicating and interacting with remote users edges closer to face-to-face communication. This paper describes the Holoportation technical system in full, its key interactive capabilities, the application scenarios it enables, and an initial qualitative study of using this new communication medium. Sergio Orts, Christoph Rhemann, Sean Ryan Fanello, Wayne Chang, Adarsh Kowdle, Yury Degtyarev, David Kim 0002, Philip Davidson, Sameh Khamis, Mingsong Dou, Vladimir Tankovich, Charles T. Loop, Qin Cai, Philip A. Chou, Sarah Mennicken, Julien P. C. Valentin, Vivek Pradeep, Shenlong Wang, Sing Bing Kang, Pushmeet Kohli, Yuliya Lutchyn, Cem Keskin, Shahram Izadi |
UIST | 12 |
| 2016 | Real-Time Rendering Techniques with Hardware TessellationabstractAbstract Graphics hardware has progressively been optimized to render more triangles with increasingly flexible shading. For highly detailed geometry, interactive applications restricted themselves to performing transforms on fixed geometry, since they could not incur the cost required to generate and transfer smooth or displaced geometry to the GPU at render time. As a result of recent advances in graphics hardware, in particular the GPU tessellation unit, complex geometry can now be generated on the fly within the GPU's rendering pipeline. This has enabled the generation and displacement of smooth parametric surfaces in real‐time applications. However, many well‐established approaches in offline rendering are not directly transferable due to the limited tessellation patterns or the parallel execution model of the tessellation stage. In this survey, we provide an overview of recent work and challenges in this topic by summarizing, discussing, and comparing methods for the rendering of smooth and highly detailed surfaces in real time. Matthias Nießner, Benjamin Keinert, Matthew Fisher, Marc Stamminger, Charles T. Loop, Henry Schäfer |
Comput. Graph. Forum | 5 |
| 2014 | Point cloud attribute compression with graph transformabstractCompressing attributes on 3D point clouds such as colors or normal directions has been a challenging problem, since these attribute signals are unstructured. In this paper, we propose to compress such attributes with graph transform. We construct graphs on small neighborhoods of the point cloud by connecting nearby points, and treat the attributes as signals over the graph. The graph transform, which is equivalent to Karhunen-Loève Transform on such graphs, is then adopted to decorrelate the signal. Experimental results on a number of point clouds representing human upper bodies demonstrate that our method is much more efficient than traditional schemes such as octree-based methods. Cha Zhang, Dinei A. F. Florêncio, Charles T. Loop |
ICIP | 3 |
| 2014 | Real-time non-rigid reconstruction using an RGB-D cameraabstractWe present a combined hardware and software solution for markerless reconstruction of non-rigidly deforming physical objects with arbitrary shape in real-time . Our system uses a single self-contained stereo camera unit built from off-the-shelf components and consumer graphics hardware to generate spatio-temporally coherent 3D models at 30 Hz. A new stereo matching algorithm estimates real-time RGB-D data. We start by scanning a smooth template model of the subject as they move rigidly. This geometric surface prior avoids strong scene assumptions, such as a kinematic human skeleton or a parametric shape model. Next, a novel GPU pipeline performs non-rigid registration of live RGB-D data to the smooth template using an extended non-linear as-rigid-as-possible (ARAP) framework. High-frequency details are fused onto the final mesh using a linear deformation model. The system is an order of magnitude faster than state-of-the-art methods, while matching the quality and robustness of many offline algorithms. We show precise real-time reconstructions of diverse scenes, including: large deformations of users' heads, hands, and upper bodies; fine-scale wrinkles and folds of skin and clothing; and non-rigid interactions performed by users on flexible objects such as toys. We demonstrate how acquired models can be used for many interactive scenarios, including re-texturing, online performance capture and preview, and real-time shape and motion re-targeting. Michael Zollhöfer, Matthias Nießner, Shahram Izadi, Christoph Rhemann, Christopher Zach, Matthew Fisher, Chenglei Wu, Andrew W. Fitzgibbon, Charles T. Loop, Christian Theobalt, Marc Stamminger |
ACM Trans. Graph. | 9 |
| 2013 | Analytic displacement mapping using hardware tessellationabstractDisplacement mapping is ideal for modern GPUs since it enables high-frequency geometric surface detail on models with low memory I/O. However, problems such as texture seams, normal recomputation, and undersampling artifacts have limited its adoption. We provide a comprehensive solution to these problems by introducing a smooth analytic displacement function. Coefficients are stored in a GPU-friendly tile-based texture format, and a multiresolution mip hierarchy of this function is formed. We propose a novel level-of-detail scheme by computing per-vertex adaptive tessellation factors and select the appropriate prefiltered mip levels of the displacement function. Our method obviates the need for a precomputed normal map since normals are directly derived from the displacements. Thus, we are able to perform authoring and rendering simultaneously without typical displacement map extraction from a dense triangle mesh. This not only is more flexible than the traditional combination of discrete displacements and normal maps, but also provides faster runtime due to reduced memory I/O. Matthias Nießner, Charles T. Loop |
ACM Trans. Graph. | 2 |
| 2012 | Improving the Parameterization of Approximate Subdivision SurfacesabstractAbstract We provide a method for improving the parameterization of patching schemes that approximate Catmull‐Clark subdivision surfaces, such that the new parameterization conforms better to that of the original subdivision surface. We create this reparameterization in real‐time using a method that only depends on the topology of the surface and is independent of the surface's geometry. Our method can handle patches with more than one extraordinary vertex and avoids the combinatorial increase in both complexity and storage associated with multiple extraordinary vertices. Moreover, the reparameterization function is easy to implement and fast. Charles T. Loop, Scott Schaefer |
Comput. Graph. Forum | 2 |
| 2012 | Feature-adaptive GPU rendering of Catmull-Clark subdivision surfacesabstractWe present a novel method for high-performance GPU-based rendering of Catmull-Clark subdivision surfaces. Unlike previous methods, our algorithm computes the true limit surface up to machine precision, and is capable of rendering surfaces that conform to the full RenderMan specification for Catmull-Clark surfaces. Specifically, our algorithm can accommodate base meshes consisting of arbitrary valence vertices and faces, and the surface can contain any number and arrangement of semisharp creases and hierarchically defined detail. We also present a variant of the algorithm which guarantees watertight positions and normals, meaning that even displaced surfaces can be rendered in a crack-free manner. Finally, we describe a view-dependent level-of-detail scheme which adapts to both the depth of subdivision and the patch tessellation density. Though considerably more general, the performance of our algorithm is comparable to the best approximating method, and is considerably faster than Stam's exact method. Matthias Nießner, Charles T. Loop, Mark Meyer, Tony DeRose |
ACM Trans. Graph. | 2 |
| 2010 | Fast Ray Sorting and Breadth-First Packet Traversal for GPU Ray TracingabstractAbstract We present a novel approach to ray tracing execution on commodity graphics hardware using CUDA. We decompose a standard ray tracing algorithm into several data‐parallel stages that are mapped efficiently to the massively parallel architecture of modern GPUs. These stages include: ray sorting into coherent packets, creation of frustums for packets, breadth‐first frustum traversal through a bounding volume hierarchy for the scene, and localized ray‐primitive intersections. We utilize the well known parallel primitives scan and segmented scan in order to process irregular data structures, to remove the need for a stack, and to minimize branch divergence in all stages. Our ray sorting stage is based on applying hash values to individual rays, ray stream compression, sorting and decompression. Our breadth‐first BVH traversal is based on parallel frustum‐bounding box intersection tests and parallel scan per each BVH level. We demonstrate our algorithm with area light sources to get a soft shadow effect and show that our concept is reasonable for GPU implementation. For the same data sets and ray‐primitive intersection routines our pipeline is ∼3x faster than an optimized standard depth first ray tracing implemented in one kernel. Kirill Garanzha, Charles T. Loop |
Comput. Graph. Forum | 2 |
| 2009 | Real-time view-dependent rendering of parametric surfacesabstractFigure 1: We adaptively subdivide rational Bézier patches until a view-dependent error metric is satisfied. For a 1600x1200 image of the car model (right) we render 192k quads at 143 fps on a NVIDIA GTX 280 – including CUDA transfer overheads, texturing, Phong shading, and 16x multisampling. We propose a view-dependent adaptive subdivision algorithm for rendering parametric surfaces on parallel hardware. Our framework allows us to bound the screen space error of a piecewise linear approximation. We naturally assign more primitives to curved areas while keeping quads large for flatter parts of the model and avoid cracks resulting from the polygonal approximation of nonuniform patch subdivision. The overall algorithm is simple, fits current GPUs extremely well, and is surprisingly fast while producing little to no artifacts. Christian Eisenacher, Quirin Meyer, Charles T. Loop |
SI3D | 3 |
| 2009 | Approximating subdivision surfaces with Gregory patches for hardware tessellationabstractWe present a new method for approximating subdivision surfaces with hardware accelerated parametric patches. Our method improves the memory bandwidth requirements for patch control points, translating into superior performance compared to existing methods. Our input is general, allowing for meshes that contain both quadrilateral and triangular faces in the input control mesh, as well as control meshes with boundary. We present two implementations of our scheme designed to run on Direct3D 11 class hardware equipped with a tessellator unit. Charles T. Loop, Scott Schaefer, Tianyun Ni, Ignacio Castaño |
ACM Trans. Graph. | 1 |
| 2008 | G2 Tensor Product Splines over Extraordinary VerticesabstractAbstract We present a second order smooth filling of an n‐valent Catmull‐Clark spline ring with n biseptic patches. While an underdetermined biseptic solution to this problem has appeared previously, we make several advances in this paper. Most notably, we cast the problem as a constrained minimization and introduce a novel quadratic energy functional whose absolute minimum of zero is achieved for bicubic polynomials. This means that for the regular 4‐valent case, we reproduce the bicubic B‐splines. In other cases, the resulting surfaces are aesthetically well behaved. We extend our constrained minimization framework to handle the case of input mesh with boundary. Charles T. Loop, Scott Schaefer |
Comput. Graph. Forum | 1 |
| 2008 | Approximating Catmull-Clark subdivision surfaces with bicubic patchesabstractWe present a simple and computationally efficient algorithm for approximating Catmull-Clark subdivision surfaces using a minimal set of bicubic patches. For each quadrilateral face of the control mesh, we construct a geometry patch and a pair of tangent patches. The geometry patches approximate the shape and silhouette of the Catmull-Clark surface and are smooth everywhere except along patch edges containing an extraordinary vertex where the patches are C 0 . To make the patch surface appear smooth, we provide a pair of tangent patches that approximate the tangent fields of the Catmull-Clark surface. These tangent patches are used to construct a continuous normal field (through their cross-product) for shading and displacement mapping. Using this bifurcated representation, we are able to define an accurate proxy for Catmull-Clark surfaces that is efficient to evaluate on next-generation GPU architectures that expose a programmable tessellation unit. Charles T. Loop, Scott Schaefer |
ACM Trans. Graph. | 1 |
| 2006 | Real-time GPU rendering of piecewise algebraic surfacesabstractWe consider the problem of real-time GPU rendering of algebraic surfaces defined by Bézier tetrahedra. These surfaces are rendered directly in terms of their polynomial representations, as opposed to a collection of approximating triangles, thereby eliminating tessellation artifacts and reducing memory usage. A key step in such algorithms is the computation of univariate polynomial coefficients at each pixel; real roots of this polynomial correspond to possibly visible points on the surface. Our approach leverages the strengths of GPU computation and is highly efficient. Furthermore, we compute these coefficients in Bernstein form to maximize the stability of root finding, and to provide shader instances with an early exit test based on the sign of these coefficients. Solving for roots is done using analytic techniques that map well to a SIMD architecture, but limits us to fourth order algebraic surfaces. The general framework could be extended to higher order with numerical root finding. Charles T. Loop, James F. Blinn |
ACM Trans. Graph. | 1 |
| 2005 | Resolution independent curve rendering using programmable graphics hardwareabstractWe present a method for resolution independent rendering of paths and bounded regions, defined by quadratic and cubic spline curves, that leverages the parallelism of programmable graphics hardware to achieve high performance. A simple implicit equation for a parametric curve is found in a space that can be thought of as an analog to texture space. The image of a curve's Bézier control points are found in this space and assigned to the control points as texture coordinates. When the triangle(s) corresponding to the Bézier curve control hull are rendered, a pixel shader program evaluates the implicit equation for a pixel's interpolated texture coordinates to determine an inside/outside test for the curve. We extend our technique to handle anti-aliasing of boundaries. We also construct a vector image from mosaics of triangulated Bézier control points and show how to deform such images to create resolution independent texture on three dimensional objects. Charles T. Loop, James F. Blinn |
ACM Trans. Graph. | 1 |
| 2004 | Second Order Smoothness over Extraordinary Vertices
Charles T. Loop |
Symposium on Geometry Processing | 1 |
| 2003 | Quad/Triangle SubdivisionabstractAbstract In this paper we introduce a new subdivision operator that unifies triangular and quadrilateral subdivision schemes. Designers often want the added flexibility of having both quads and triangles in their models. It is also well known that triangle meshes generate poor limit surfaces when using a quad scheme, while quad‐only meshes behave poorly with triangular schemes. Our new scheme is a generalization of the well known Catmull‐Clark and Loop subdivision algorithms. We show that our surfaces are C 1 everywhere and provide a proof that it is impossible to construct such a C 2 scheme at the quad/triangle boundary. However, we provide rules that produce surfaces with bounded curvature at the regular quad/triangle boundary and provide optimal masks that minimize the curvature divergence elsewhere. We demonstrate the visual quality of our surfaces with several examples. ACM CSS: I.3.5 Computer Graphics— Curve, surface, solid, and object representations Jos Stam, Charles T. Loop |
Comput. Graph. Forum | 2 |
| 2002 | Bounded curvature triangle mesh subdivision with the convex hull property
Charles T. Loop |
Vis. Comput. | 1 |
| 2001 | Estimating the Fundamental Matrix by Transforming Image Points in Projective Space
Zhengyou Zhang, Charles T. Loop |
Comput. Vis. Image Underst. | 2 |
| 1999 | Computing Rectifying Homographies for Stereo VisionabstractImage rectification is the process of applying a pair of 2D projective transforms, or homographies, to a pair of images whose epipolar geometry is known so that epipolar lines in the original images map to horizontally aligned lines in the transformed images. We propose a novel technique for image rectification based on geometrically well defined criteria such that image distortion due to rectification is minimized. This is achieved by decomposing each homography into a specialized projective transform, a similarity transform, followed by a shearing transform. The effect of image distortion at each stage is carefully considered. Charles T. Loop, Zhengyou Zhang |
CVPR | 1 |
| 1994 | Smooth spline surfaces over irregular meshesabstractAn algorithm for creating smooth spline surfaces over irregular meshes is presented. The algorithm is a generalization of quadratic B-splines; that is, if a mesh is (locally) regular, the resulting surface is equivalent to a B-spline. Otherwise, the resulting surface has a degree 3 or 4 parametric polynomial representation. A construction is given for representing the surface as a collection of tangent plane continuous triangular Be´zier patches. The algorithm is simple, efficient, and generates aesthetically pleasing shapes. Charles T. Loop |
SIGGRAPH | 1 |
| 1994 | A G1 triangular spline surface of arbitrary topological type
Charles T. Loop |
Comput. Aided Geom. Des. | 1 |
| 1990 | Generalized B-spline surfaces of arbitrary topologyabstractB-spline surfaces, although widely used, are incapable of describing surfaces of arbitrary topology. It is not possible to model a general closed surface or a surface with handles as a single non-degenerate B-spline. In practice such surfaces are often needed. In this paper, we present generalizations of biquadratic and bicubic B-spline surfaces that are capable of capturing surfaces of arbitrary topology (although restrictions are placed on the connectivity of the control mesh). These results are obtained by relaxing the sufficient but not necessary smoothness constraints imposed by B-splines and through the use of an n-sided generalization of Bezier surfaces called S-patches. Charles T. Loop, Tony DeRose |
SIGGRAPH | 1 |
| 1989 | A multisided generalization of Bézier surfacesabstractIn this paper we introduce a class of surface patch representations, called S-patches, that unify and generalize triangular and tensor product Bézier surfaces by allowing patches to be defined over any convex polygonal domain; hence, S-patches may have any number of boundary curves. Other properties of S-patches are geometrically meaningful control points, separate control over positions and derivatives along boundary curves, and a geometric construction algorithm based on de Casteljau's algorithm. Of special interest are the regular S-patches, that is, S-patches defined on regular domain polygons. Also presented is an algorithm for smoothly joining together these surfaces with C k continuity. Charles T. Loop, Tony DeRose |
ACM Trans. Graph. | 1 |