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A muscle model for animation three-dimensional facial expression
The development of a parameterized facial muscle process, that incorporates the use of a model to create realistic facial animation is described.Existing methods of facial parameterization have the inherent problem of hard-wiring performable actions. ...
Flocks, herds and schools: A distributed behavioral model
The aggregate motion of a flock of birds, a herd of land animals, or a school of fish is a beautiful and familiar part of the natural world. But this type of complex motion is rarely seen in computer animation. This paper explores an approach based on ...
Principles of traditional animation applied to 3D computer animation
This paper describes the basic principles of traditional 2D hand drawn animation and their application to 3D computer animation. After describing how these principles evolved, the individual principles are detailed, addressing their meanings in 2D hand ...
Principles and applications of pencil tracing
Pencil tracing, a new approach to ray tracing, is introduced for faster image synthesis with more physical fidelity. The paraxial approximation theory for efficiently tracing a pencil of rays is described and analysis of its errors is conducted to ...
Fast ray tracing by ray classification
We describe a new approach to ray tracing which drastically reduces the number of ray-object and ray-bounds intersection calculations by means of 5-dimensional space subdivision. Collections of rays originating from a common 3D rectangular volume and ...
Generating antialiased images at low sampling densities
Ray tracing produces point samples of an image from a 3-D model. Constructing an antialiased digital picture from point samples is difficult without resorting to extremely high sampling densities. This paper describes a program that focuses on that ...
Ray tracing Jell-O® Brand Gelatin
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 ...
GRAPE: An environment to build display processes
New modelling primitives and new rendering techniques are appearing at a rapid rate. To be able to implement and evaluate them easily, we need a very flexible display environment. We describe an environment which allows experimenting both with the basic ...
FRAMES: Software tools for modeling, rendering and animation of 3D scenes
FRAMES is a set of flexible software tools, developed for the UNIX programming environment, that can be used to generate images and animation of 3D scenes. In FRAMES, each stage of the image-rendering pipeline is assigned to a UNIX System filter. The ...
The Reyes image rendering architecture
An architecture is presented for fast high-quality rendering of complex images. All objects are reduced to common world-space geometric entities called micropolygons, and all of the shading and visibility calculations operate on these micropolygons. ...
Accurate triangulations of deformed, intersecting surfaces
A quadtree algorithm is developed to triangulate deformed, intersecting parametric surfaces. The biggest problem with adaptive sampling is to guarantee that the triangulation is accurate within a given tolerance. A new method guarantees the accuracy of ...
Adaptive forward differencing for rendering curves and surfaces
An adaptive forward differencing algorithm is presented for rapid rendering of cubic curves and bicubic surfaces. This method adjusts the forward difference step size so that approximately one pixel is generated along an ordinary or rational cubic curve ...
Ray tracing complex models containing surface tessellations
An approach to ray tracing complex models containing mathematically defined surfaces is presented. Parametric and implicit surfaces, and boolean combinations of these, are first tessellated into triangles. The resulting triangles from many such surfaces ...
Boundary evaluation of non-convex primitives to produce parametric trimmed surfaces
To integrate a CSG-based solid modeler into an existing wireframe/surface modeling system, new boundary evaluation technology has been developed. This scheme uses exact representations for the simple quadric surfaces and both exact and approximate ...
Discrete Beta-splines
Goodman (1985) and Joe (1986) have given explicit formulas for (cubic) Beta-splines on uniform knot sequences with varying ß1 and ß2 values at the knots, and nonuniform knot sequences with varying ß2 values at the knots, respectively. ...
Direct least-squares fitting of algebraic surfaces
In the course of developing a system for fitting smooth curves to camera input we have developed several direct (i.e. noniterative) methods for fitting a shape (line, circle, conic, cubic, plane, sphere, quadric, etc.) to a set of points, namely exact ...
Set operations on polyhedra using binary space partitioning trees
We introduce a new representation for polyhedra by showing how Binary Space Partitioning Trees (BSP trees) can be used to represent regular sets. We then show how they may be used in evaluating set operations on polyhedra. The BSP tree is a binary tree ...
Marching cubes: A high resolution 3D surface construction algorithm
We present a new algorithm, called marching cubes, that creates triangle models of constant density surfaces from 3D medical data. Using a divide-and-conquer approach to generate inter-slice connectivity, we create a case table that defines triangle ...
Efficient algorithms for 3D scan-conversion of parametric curves, surfaces, and volumes
Three-dimensional (3D) scan-conversion algorithms, that scan-convert 3D parametric objects into their discrete voxelmap representation within a Cubic Frame Buffer (CFB), are presented. The parametric objects that are studied include Bezier form of cubic ...
Real-time manipulation of texture-mapped surfaces
A system for real-time texture mapping was constructed, Here, "real-time" means that the system reacts to changes in parameter values which define the shape of surfaces and the viewing point that are given by its operator 30 times per second. This real-...
Shading bicubic patches
We present several techniques for implementing Phong shading in hardware for bicubic patches. Patches are shaded, not by subdividing into polygons, but by drawing many curves close together leaving no pixel gaps. Each curve is drawn using an adaptive ...
A parallel processor architecture for graphics arithmetic operations
Interactive 3D graphics applications require significant arithmetic processing to handle complex models, particularly if realistic rendering techniques are used. Current semiconductor technology cannot provide the necessary performance without some form ...
Elastically deformable models
The theory of elasticity describes deformable materials such as rubber, cloth, paper, and flexible metals. We employ elasticity theory to construct differential equations that model the behavior of non-rigid curves, surfaces, and solids as a function of ...
Controlling dynamic simulation with kinematic constraints
Theoretical and numerical aspects of the implementation of a DYNAmic MOtion system, dubbed DYNAMO, for the dynamic simulation of linked figures is presented. The system introduces three means for achieving, control of the resulting motion which have not ...
Energy constraints on parameterized models
A simple but general approach to imposing and solving geometric constraints on parameterized models is introduced, applicable to animation as well as model construction. Constraints are expressed as energy functions, and the energy gradient followed ...
Rectangular convolution for fast filtering of characters
While the race towards higher-resolution bitmap displays is still on, many grayscale displays have appeared on the scene. To fully utilize their capabilities, grayscale fonts are needed, and these can be produced by filtering bi-level masters. Most of ...
Character generation under grid constraints
An original and fast filling algorithm based on vertical scan line sweep and contour tracking of a presorted shape description allows filling of character shapes with real subpixel resolution. Identical parts of a character lying at a different phase in ...
An efficient new algorithm for 2-D line clipping: Its development and analysis
This paper describes a new alorithm for clipping a line in two dimensions against a rectangular window. This algorithm avoids computation of intersection points which are not endpoints of the output line segment. The performance of this algorithm is ...
Cited By
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Groscot R, COHEN L, Xie Y, Jiang X, Tao W and Zeng D (2022). Deformable voxel grids for shape comparisons Fourteenth International Conference on Digital Image Processing (ICDIP 2022), 10.1117/12.2645961, 9781510657564, (174)
- Hirata S (2022). Studying feral horse behavior from the sky, Artificial Life and Robotics, 27:2, (196-203), Online publication date: 1-May-2022.
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Wu J, Zhu W, Su Y, Gui J, Lepore N, Reiman E, Caselli R, Thompson P, Chen K, Wang Y, Walker A, Rittner L, Romero Castro E, Lepore N, Brieva J and Linguraru M (2021). Predicting Tau accumulation in cerebral cortex with multivariate MRI morphometry measurements, sparse coding, and correntropy Seventeenth International Symposium on Medical Information Processing and Analysis, 10.1117/12.2607169, 9781510650527, (81)
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Ericksen J, Fricke G, Nowicki S, Fischer T, Hayes J, Rosenberger K, Wolf S, Fierro R and Moses M (2022). Aerial Survey Robotics in Extreme Environments: Mapping Volcanic CO2 Emissions With Flocking UAVs, Frontiers in Control Engineering, 10.3389/fcteg.2022.836720, 3
Index Terms
- Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Recommendations
Acceptance Rates
Year | Submitted | Accepted | Rate |
---|---|---|---|
SIGGRAPH '11 | 432 | 82 | 19% |
SIGGRAPH '10 | 390 | 103 | 26% |
SIGGRAPH '09 | 439 | 78 | 18% |
SIGGRAPH '08 | 518 | 90 | 17% |
SIGGRAPH '07 | 455 | 108 | 24% |
SIGGRAPH '06 | 474 | 86 | 18% |
SIGGRAPH '05 | 461 | 98 | 21% |
SIGGRAPH '04 | 478 | 83 | 17% |
SIGGRAPH '03 | 424 | 81 | 19% |
SIGGRAPH '02 | 358 | 67 | 19% |
SIGGRAPH '01 | 300 | 65 | 22% |
SIGGRAPH '00 | 304 | 59 | 19% |
SIGGRAPH '99 | 320 | 52 | 16% |
SIGGRAPH '98 | 303 | 45 | 15% |
SIGGRAPH '97 | 265 | 48 | 18% |
SIGGRAPH '96 | 247 | 52 | 21% |
SIGGRAPH '95 | 257 | 56 | 22% |
SIGGRAPH '94 | 242 | 57 | 24% |
SIGGRAPH '93 | 225 | 46 | 20% |
SIGGRAPH '92 | 213 | 45 | 21% |
SIGGRAPH '90 | 210 | 43 | 20% |
SIGGRAPH '89 | 190 | 38 | 20% |
SIGGRAPH '88 | 161 | 34 | 21% |
SIGGRAPH '87 | 140 | 33 | 24% |
SIGGRAPH '85 | 175 | 35 | 20% |
SIGGRAPH '84 | 118 | 41 | 35% |
SIGGRAPH '81 | 132 | 38 | 29% |
SIGGRAPH '80 | 140 | 52 | 37% |
SIGGRAPH '79 | 110 | 43 | 39% |
SIGGRAPH '78 | 120 | 64 | 53% |
Overall | 8,601 | 1,822 | 21% |