Learn More
The traditional approach for parametrizing a surface involves cutting it into charts and mapping these piecewise onto a planar domain. We introduce a robust technique for directly parametrizing a genus-zero surface onto a spherical domain. A key ingredient for making such a parametrization practical is the minimization of a stretch-based measure, to reduce(More)
We consider the problem of creating a map between two arbitrary triangle meshes. Whereas previous approaches compose parametrizations over a simpler intermediate domain, we directly create and optimize a continuous map between the meshes. Map distortion is measured with a new symmetric metric, and is minimized during interleaved coarse-to-fine refinement of(More)
We describe a robust method for watermarking triangle meshes. Watermarking provides a mechanism for copyright protection of digital media by embedding information identifying the owner in the data. The bulk of the research on digital watermarks has focused on media such as images, video, audio, and text. Robust watermarks must be able to survive a variety(More)
Volume rendering is a flexible technique for visualizing dense 3D volumetric datasets. A central element of volume rendering is the conversion between data values and observable quantities such as color and opacity. This process is usually realized through the use of transfer functions that are precomputed and stored in lookup tables. For multidimensional(More)
29 P rinceton's Scalable Display Wall project explores building and using a large-format display with multiple commodity components. The prototype system has been operational since March 1998. Our goal is to construct a collaborative space that fully exploits a large-format display system with immer-sive sound and natural user interfaces. Unlike most(More)
We present for creating texture over an surface mesh using an example 2D texture. The approach is to identify interesting regions (<italic>texture patches</italic>) in the 2D example, and to repeatedly paste them onto the surface until it is completely covered. We call such a collection of overlapping patches a <italic>lapped texture</italic>. It is(More)
We introduce a method for real-time rendering of fur on surfaces of arbitrary topology. As a pre-process, we simulate virtual hair with a particle system, and sample it into a volume texture. Next, we parameterize the texture over a surface of arbitrary topology using " lapped textures " — an approach for applying a sample texture to a surface by repeatedly(More)
We recently introduced an algorithm for spherical parametrization and remesh-ing, which allows resampling of a genus-zero surface onto a regular 2D grid, a spherical geometry image. These geometry images offer several advantages for shape compression. First, simple extension rules extend the square image domain to cover the infinite plane, thereby providing(More)