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Displaying 1-28 out of 28 total
Energy-preserving integrators for fluid animation
Found in: ACM Transactions on Graphics (TOG)
By Dmitry Pavlov, Keenan Crane, Mathieu Desbrun, Patrick Mullen, Yiying Tong, Dmitry Pavlov, Keenan Crane, Mathieu Desbrun, Patrick Mullen, Yiying Tong, Dmitry Pavlov, Keenan Crane, Mathieu Desbrun, Patrick Mullen, Yiying Tong, Dmitry Pavlov, Keenan Crane, Mathieu Desbrun, Patrick Mullen, Yiying Tong
Issue Date:July 2009
pp. 1-2
Numerical viscosity has long been a problem in fluid animation. Existing methods suffer from intrinsic artificial dissipation and often apply complicated computational mechanisms to combat such effects. Consequently, dissipative behavior cannot be controll...
     
Low Distortion Shell Map Generation
Found in: Virtual Reality Conference, IEEE
By Kai Ye, Kun Zhou, Zhigeng Pan, Yiying Tong, Baining Guo
Issue Date:March 2007
pp. 203-208
A shell map [7] is a bijective mapping between shell space (the space between a base surface and its offset) and texture space. It can be used to generate small-scale features on surfaces using a variety of modeling techniques. In this paper, we present an...
 
Choking Loops on Surfaces
Found in: IEEE Transactions on Visualization and Computer Graphics
By Xin Feng, Yiying Tong
Issue Date:August 2013
pp. 1298-1306
We present a method for computing “choking” loops-a set of surface loops that describe the narrowing of the volumes inside/outside of the surface and extend the notion of surface homology and homotopy loops. The intuition behind their definition is that a ...
 
TransCut: Interactive Rendering of Translucent Cutouts
Found in: IEEE Transactions on Visualization and Computer Graphics
By Dongping Li, Xin Sun, Zhong Ren,S. Lin, Yiying Tong, Baining Guo, Kun Zhou
Issue Date:March 2013
pp. 484-494
We present TransCut, a technique for interactive rendering of translucent objects undergoing fracturing and cutting operations. As the object is fractured or cut open, the user can directly examine and intuitively understand the complex translucent interio...
 
A Deformable Surface Model for Real-Time Water Drop Animation
Found in: IEEE Transactions on Visualization and Computer Graphics
By Yizhong Zhang, Huamin Wang, Shuai Wang, Yiying Tong, Kun Zhou
Issue Date:August 2012
pp. 1281-1289
A water drop behaves differently from a large water body because of its strong viscosity and surface tension under the small scale. Surface tension causes the motion of a water drop to be largely determined by its boundary surface. Meanwhile, viscosity mak...
 
Interactive Shape Interpolation through Controllable Dynamic Deformation
Found in: IEEE Transactions on Visualization and Computer Graphics
By Jin Huang, Yiying Tong, Kun Zhou, Hujun Bao, Mathieu Desbrun
Issue Date:July 2011
pp. 983-992
In this paper, we introduce an interactive approach to generate physically based shape interpolation between poses. We extend linear modal analysis to offer an efficient and robust numerical technique to generate physically-plausible dynamics even for very...
 
Age-Invariant Face Recognition
Found in: IEEE Transactions on Pattern Analysis and Machine Intelligence
By Unsang Park, Yiying Tong, Anil K. Jain
Issue Date:May 2010
pp. 947-954
One of the challenges in automatic face recognition is to achieve temporal invariance. In other words, the goal is to come up with a representation and matching scheme that is robust to changes due to facial aging. Facial aging is a complex process that af...
 
Geodesics-Based One-to-One Parameterization of 3D Triangle Meshes
Found in: IEEE Multimedia
By Haeyoung Lee, Yiying Tong, Mathieu Desbrun
Issue Date:January 2005
pp. 27-33
To foster the use of 3D geometry, the authors introduce a piecewise linear parameterization of 3D surfaces suited for texture mapping, morphing, remeshing, and geometry imaging.
 
Boundary aligned smooth 3D cross-frame field
Found in: ACM Transactions on Graphics (TOG)
By Hongyu Wei, Hujun Bao, Jin Huang, Yiying Tong, Hongyu Wei, Hujun Bao, Jin Huang, Yiying Tong
Issue Date:December 2011
pp. 1-15
In this paper, we present a method for constructing a 3D cross-frame field, a 3D extension of the 2D cross-frame field as applied to surfaces in applications such as quadrangulation and texture synthesis. In contrast to the surface cross-frame field (equiv...
     
Frame Field Singularity Correctionfor Automatic Hexahedralization
Found in: IEEE Transactions on Visualization and Computer Graphics
By Tengfei Jiang,Jin Huang,Yuanzhen Wang,Yiying Tong,Hujun Bao
Issue Date:August 2014
pp. 1189-1199
We present an automatic hexahedralization tool, based on a systematic treatment that removes some of the singularities that would lead to degenerate volumetric parameterization. Such singularities could be abundant in automatically generated frame fields g...
 
FaceWarehouse: A 3D Facial Expression Database for Visual Computing
Found in: IEEE Transactions on Visualization and Computer Graphics
By Chen Cao, Yanlin Weng, Shun Zhou, Yiying Tong, Kun Zhou
Issue Date:March 2014
pp. 413-425
We present FaceWarehouse, a database of 3D facial expressions for visual computing applications. We use Kinect, an off-the-shelf RGBD camera, to capture 150 individuals aged 7-80 from various ethnic backgrounds. For each person, we captured the RGBD data o...
 
Edge subdivision schemes and the construction of smooth vector fields: Copyright restrictions prevent ACM from providing the full text for this work.
Found in: ACM SIGGRAPH 2006 Papers (SIGGRAPH '06)
By Ke Wang, Mathieu Desbrun, Peter Schroder, Yiying Tong, Yiying Weiwei
Issue Date:July 2006
pp. 64-es
Vertex- and face-based subdivision schemes are now routinely used in geometric modeling and computational science, and their primal/dual relationships are well studied. In this paper, we interpret these schemes as defining bases for discrete differential 0...
     
Edge subdivision schemes and the construction of smooth vector fields: Copyright restrictions prevent ACM from providing the full text for this work.
Found in: Material presented at the ACM SIGGRAPH 2006 conference (SIGGRAPH '06)
By Ke Wang, Mathieu Desbrun, Peter Schroder, Yiying Tong, Yiying Weiwei
Issue Date:July 2006
pp. 64-es
Vertex- and face-based subdivision schemes are now routinely used in geometric modeling and computational science, and their primal/dual relationships are well studied. In this paper, we interpret these schemes as defining bases for discrete differential 0...
     
Interactive localized liquid motion editing
Found in: ACM Transactions on Graphics (TOG)
By Hujun Bao, Jin Huang, Yiying Tong, Zherong Pan, Changxi Zheng
Issue Date:November 2013
pp. 1-10
Animation techniques for controlling liquid simulation are challenging: they commonly require carefully setting initial and boundary conditions or performing a costly numerical optimization scheme against user-provided keyframes or animation sequences. Eit...
     
Boundary aligned smooth 3D cross-frame field
Found in: Proceedings of the 2011 SIGGRAPH Asia Conference (SA '11)
By Hongyu Wei, Hujun Bao, Jin Huang, Yiying Tong
Issue Date:December 2011
pp. 1-137
In this paper, we present a method for constructing a 3D cross-frame field, a 3D extension of the 2D cross-frame field as applied to surfaces in applications such as quadrangulation and texture synthesis. In contrast to the surface cross-frame field (equiv...
     
Boundary aligned smooth 3D cross-frame field
Found in: Proceedings of the 2011 SIGGRAPH Asia Conference (SA '11)
By Hongyu Wei, Hujun Bao, Jin Huang, Yiying Tong
Issue Date:December 2011
pp. 1-8
In this paper, we present a method for constructing a 3D cross-frame field, a 3D extension of the 2D cross-frame field as applied to surfaces in applications such as quadrangulation and texture synthesis. In contrast to the surface cross-frame field (equiv...
     
Energy-preserving integrators for fluid animation
Found in: ACM SIGGRAPH 2009 papers (SIGGRAPH '09)
By Dmitry Pavlov, Keenan Crane, Mathieu Desbrun, Patrick Mullen, Yiying Tong
Issue Date:August 2009
pp. 3-3
Numerical viscosity has long been a problem in fluid animation. Existing methods suffer from intrinsic artificial dissipation and often apply complicated computational mechanisms to combat such effects. Consequently, dissipative behavior cannot be controll...
     
Stable, circulation-preserving, simplicial fluids
Found in: ACM SIGGRAPH ASIA 2008 courses (SIGGRAPH Asia '08)
By Eva Kanso, Mathieu Desbrun, Peter Schroder, Sharif Elcott, Yiying Tong
Issue Date:December 2008
pp. 1-11
Visual quality, low computational cost, and numerical stability are foremost goals in computer animation. An important ingredient in achieving these goals is the conservation of fundamental motion invariants. For example, rigid and deformable body simulati...
     
Discrete differential forms for computational modeling
Found in: ACM SIGGRAPH ASIA 2008 courses (SIGGRAPH Asia '08)
By Eva Kanso, Mathieu Desbrun, Yiying Tong
Issue Date:December 2008
pp. 1-17
The emergence of computers as an essential tool in scientific research has shaken the very foundations of differential modeling. Indeed, the deeply-rooted abstraction of smoothness, or differentiability, seems to inherently clash with a computer's ability ...
     
Example-based dynamic skinning in real time
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, Hujun Bao, Kun Zhou, Mathieu Desbrun, Xiaohan Shi, Yiying Tong
Issue Date:August 2008
pp. 1-49
In this paper we present an approach to enrich skeleton-driven animations with physically-based secondary deformation in real time. To achieve this goal, we propose a novel, surface-based deformable model that can interactively emulate the dynamics of both...
     
Mesh puppetry: cascading optimization of mesh deformation with inverse kinematics
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, Hujun Bao, Kun Zhou, Mathieu Desbrun, Xiaohan Shi, Yiying Tong
Issue Date:July 2007
pp. 1-35
We present mesh puppetry, a variational framework for detail-preserving mesh manipulation through a set of high-level, intuitive, and interactive design tools. Our approach builds upon traditional rigging by optimizing skeleton position and vertex weights ...
     
A variational approach to Eulerian geometry processing
Found in: ACM Transactions on Graphics (TOG)
By Alexander McKenzie, Mathieu Desbrun, Patrick Mullen, Yiying Tong
Issue Date:July 2007
pp. 1-35
We present a purely Eulerian framework for geometry processing of surfaces and foliations. Contrary to current Eulerian methods used in graphics, we use conservative methods and a variational interpretation, offering a unified framework for routine surface...
     
Stable, circulation-preserving, simplicial fluids
Found in: ACM Transactions on Graphics (TOG)
By Eva Kanso, Mathieu Desbrun, Peter Schroder, Sharif Elcott, Yiying Tong
Issue Date:January 2007
pp. 4-es
Visual quality, low computational cost, and numerical stability are foremost goals in computer animation. An important ingredient in achieving these goals is the conservation of fundamental motion invariants. For example, rigid and deformable body simulati...
     
Mesh quilting for geometric texture synthesis: Copyright restrictions prevent ACM from providing the full text for this work.
Found in: ACM SIGGRAPH 2006 Papers (SIGGRAPH '06)
By Baining Guo, Heung-Yeung Shum, Kun Zhou, Mathieu Desbrun, Xi Wang, Xin Huang, Yiying Tong
Issue Date:July 2006
pp. 25-es
We introduce mesh quilting, a geometric texture synthesis algorithm in which a 3D texture sample given in the form of a triangle mesh is seamlessly applied inside a thin shell around an arbitrary surface through local stitching and deformation. We show tha...
     
Mesh quilting for geometric texture synthesis: Copyright restrictions prevent ACM from providing the full text for this work.
Found in: Material presented at the ACM SIGGRAPH 2006 conference (SIGGRAPH '06)
By Baining Guo, Heung-Yeung Shum, Kun Zhou, Mathieu Desbrun, Xi Wang, Xin Huang, Yiying Tong
Issue Date:July 2006
pp. 25-es
We introduce mesh quilting, a geometric texture synthesis algorithm in which a 3D texture sample given in the form of a triangle mesh is seamlessly applied inside a thin shell around an arbitrary surface through local stitching and deformation. We show tha...
     
Discrete, vorticity-preserving, and stable simplicial fluids
Found in: ACM SIGGRAPH 2005 Courses (SIGGRAPH '05)
By Eva Kanso, Mathieu Desbrun, Peter Schroder, Sharif Elcott, Yiying Tong
Issue Date:July 2005
pp. 9-es
Visual accuracy, low computational cost, and numerical stability are foremost goals in computer animation. An important ingredient in achieving these goals is the conservation of fundamental motion invariants. For example, rigid or deformable body simulati...
     
Discrete differential forms for computational modeling
Found in: ACM SIGGRAPH 2005 Courses (SIGGRAPH '05)
By Eva Kanso, Mathieu Desbrun, Yiying Tong
Issue Date:July 2005
pp. 7-es
The emergence of computers as an essential tool in scientific research has shaken the very foundations of differential modeling. Indeed, the deeply-rooted abstraction of smoothness, or differentiability, seems to inherently clash with a computer's ability ...
     
Discrete multiscale vector field decomposition
Found in: ACM SIGGRAPH 2003 Papers (SIGGRAPH '03)
By Anil N. Hirani, Mathieu Desbrun, Santiago Lombeyda, Yiying Tong
Issue Date:July 2003
pp. 56-ff
While 2D and 3D vector fields are ubiquitous in computational sciences, their use in graphics is often limited to regular grids, where computations are easily handled through finite-difference methods. In this paper, we propose a set of simple and accurate...
     
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