Learn More
We present an algorithm for synthesizing textures from an input sample. This patch-based sampling algorithm is fast and it makes high-quality texture synthesis a real-time process. For generating textures of the same size and comparable quality, patch-based sampling is orders of magnitude faster than existing algorithms. The patch-based sampling algorithm(More)
We present an algorithm for constructing kd-trees on GPUs. This algorithm achieves real-time performance by exploiting the GPU's streaming architecture at all stages of kd-tree construction. Unlike previous parallel kd-tree algorithms, our method builds tree nodes completely in BFS (breadth-first search) order. We also develop a special strategy for large(More)
In this paper, we introduce a novel approach to mesh editing with the Poisson equation as the theoretical foundation. The most distinctive feature of this approach is that it modifies the original mesh geometry implicitly through gradient field manipulation. Our approach can produce desirable and pleasing results for both global and local editing(More)
We present a novel technique for large deformations on 3D meshes using the volumetric graph Laplacian. We first construct a graph representing the volume inside the input mesh. The graph need not form a solid meshing of the input mesh's interior; its edges simply connect nearby points in the volume. This graph's Laplacian encodes volumetric details as the(More)
In this paper we present a general framework for performing constrained mesh deformation tasks with gradient domain techniques. We present a gradient domain technique that works well with a wide variety of linear and nonlinear constraints. The constraints we introduce include the nonlinear volume constraint for volume preservation, the nonlinear skeleton(More)
The bidirectional texture function (BTF) is a 6D function that can describe textures arising from both spatially-variant surface reflectance and surface mesostructures. In this paper, we present an algorithm for synthesizing the BTF on an arbitrary surface from a sample BTF. A main challenge in surface BTF synthesis is the requirement of a consistent(More)
We describe a technique for real-time rendering of dynamic, spatially-varying BRDFs in static scenes with all-frequency shadows from environmental and point lights. The 6D SVBRDF is represented with a general microfacet model and spherical lobes fit to its 4D spatially-varying normal distribution function (SVNDF). A sum of spherical Gaussians (SGs) provides(More)
We present an approach for decorating surfaces with <i>progressively-variant textures</i>. Unlike a homogeneous texture, a progressively-variant texture can model local texture variations, including the scale, orientation, color, and shape variations of texture elements. We describe techniques for modeling progressively-variant textures in 2D as well as for(More)
Expression mapping (also called performance driven animation) has been a popular method to generate facial animations. One shortcoming of this method is that it does not generate expression details such as the wrinkles due to the skin deformation. In this paper, we provide a solution to this problem. We have developed a geometry-driven facial expression(More)
We present a soft shadow technique for dynamic scenes with moving objects under the combined illumination of moving local light sources and dynamic environment maps. The main idea of our technique is to precompute for each scene entity a <i>shadow field</i> that describes the shadowing effects of the entity at points around it. The shadow field for a light(More)