• Publications
  • Influence
Graphcut textures: image and video synthesis using graph cuts
TLDR
A new algorithm for image and video texture synthesis where patch regions from a sample image or video are transformed and copied to the output and then stitched together along optimal seams to generate a new (and typically larger) output.
Zippered polygon meshes from range images
TLDR
A method for combining a collection of range images into a single polygonal mesh that completely describes an object to the extent that it is visible from the outside is presented.
Multi-level Partition of Unity Implicits
TLDR
This paper presents a new approach to construct surface models from extremely large point sets using piecewise quadratic functions that capture the local shape of the surface, and then blending them together using multi-level partitions of unity as weighting functions.
LCIS: a boundary hierarchy for detail-preserving contrast reduction
TLDR
This work builds a similar hierarchy using multiple instances of a new low curvature image simplifier (LCIS), a partial differential equation inspired by anisotropic diffusion, and constructs a high detail, low contrast display image by compressing only the large features, then adding back all small details.
Image-guided streamline placement
TLDR
A technique that uses an energy function to guide the placement of streamlines at a specified density is introduced, and the resulting streamlines manifest a more hand-placed appearance than regularly or randomly-placed streamlines.
Multi-level partition of unity implicits
TLDR
A new shape representation is presented, the multi-level partition of unity implicit surface, that allows us to construct surface models from very large sets of points, and can accurately represent sharp features such as edges and corners by selecting appropriate shape functions.
Re-tiling polygonal surfaces
TLDR
This paper shows how a new set of vertices can be distributed over the surface of a model and connected to one another to create a re-tiling of a surface that is faithful to both the geometry and the topology of the original surface.
Generating textures on arbitrary surfaces using reaction-diffusion
  • Greg Turk
  • Computer Science
    SIGGRAPH
  • 1 July 1991
TLDR
A biologically motivated method of texture synthesis called reaction-diffusion is described and it is demonstrated how these textures can be generated in a manner that directly matches the geometry of a given surface.
Shape transformation using variational implicit functions
TLDR
To the knowledge of the author, this is the first shape transformation method to unify the tasks of implicit function creation and interpolation and the transformations produced by this method appear smooth and natural, even between objects of differing topologies.
Texture synthesis on surfaces
  • Greg Turk
  • Computer Science
    SIGGRAPH
  • 1 August 2001
TLDR
This method draws upon texture synthesis methods that use image pyramids, and it uses a mesh hierarchy to serve in place of such pyramids to synthesize a texture directly on the surface of the model.
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